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bobyk464
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I had an Unsurpassed Seething AI Brother Lal taking out sea bases of mine in a most effective manner. The technique was a barrage of the required number of conventional missiles, and once the base was emptied, one ship moving in to occupy. Then I would see more missiles moving into the newly conquered base in preparation for launching the next turn's assault.
Anyone else ever see this? Anyone ever do this? Is there any defense against this other than conceding that you're hopelessly outgunned and the outcome of the game is inevitable?
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:14
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Conventional missiles are pretty tough customers when it comes to defense. When they hit the scene, your best armor is likely to be photon or probability. Even a 1-6-1AAA defender is gonna get beat. However, a better approach is to use choppers as base-emptiers (since they're reusable).
For you, a saving grace is that Lal's missiles are expensive. Can you tell where he's coming next? If so, pile the base with vanilla 1-1-1 scouts as sacrificial lambs. Youll lose some units but it will cost him a lot more than it will cost you. Or while this mess is going on, make a 1-1-1*1 clean as you designated defender in vulnerable bases.
Meanwhile, get your counteroffense ready. The AI loves the sea-base-full-of-missiles trick. It will be his downfall. Right after Lal takes your base, watch him fill it with missiles for the next wave. Use a needlejet and take out that ship. Bring a few shard cruisers or foils near the base (or missile if you're not to shard yet). From two squares away, bombard the seabase full of missiles. Two attacks should knock each one down to about 50% strength. He won't launch these until they've returned to full strength (he won't even move them to a safer place). That should buy you some time. If you can bring in a chopper to kill all the missiles, you're in even better shape. Also, try to cover your cruisers with needlejets so they don't get knocked of by Lal's missiles.
You also need to strike elsewhere while his attention is occupied with the sea-base fiasco. How far away is his territory?
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Kirnwaffen
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Tryin' hard to chill in the city of Dis
Jul 2000 time: 22:14
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I had an SP game as the Pirates where I had taken one of Domai's sea bases that was relatively close to shore. The turn after I took the base, the AAA shard cruiser (13-8res-6) I left inside got blasted with a few missiles. I thought "no big deal, I've got about 30 more of those," and hurried the garrison in the base.
Next turn, my AAA garrison gets blasted with a horde of missiles (brave little guy took quite a few hits before he died), and I thought "how many more of those does he have?"
So I checked his security nexus, and found that he had wasted about 10 on me, and had 96 more to go.
My solution was to hurry a tachyon field (had the CDF and Cloud Base) and build another AAA 8res garrison. Sure enough, next turn he flung more of his missiles at me, but he wasted a bunch of them to kill a relatively cheap garrison. I just let him keep pounding until he used all of his missiles. I kept a couple of cruisers nearby to fend off what little navy he had, and then I took the fight inland to him.
By the way, has anyone noticed that certain units just seem to be marked for air strikes? Formers, for instance. I've had many a rather amusing games watching the AI killing four or five needle jets to get through an AAA garison to waste a former. After I rebuild the garrison, the AI leaves me alone, as if killing that single former were SO important.
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bobyk464
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Thanks all for the kindly advice. I've learned from my mistakes in this game. However, I was ultimately unable to stand against the superior rival. I lacked the magnitude of manufacturing and economic resources necessary for the task. These resources in fact became fewer and fewer over time. C'est la guerre...
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Drago Sinio
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New Jersey, USA
Oct 1999 time: 05:14
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I forget the exact armor level, but I think a photon AAA with tachyon , sensor and an aerospace center will laugh off a missile attack. Well , two or three anyway. I dont know about 96 of them.
An effective defense if the enemy is in range is to monitor the enemy bases, waiting until just before a missile is completed. Then at that point take out the base garrisons with a copter or whatever, and the AI will switch back to making a new garrison or two. This way the AI spends time building 90 percent of a missile, but never completes it. Especially good for an enemy building a planetbuster.
Even better, continually target the base producing the most lab points for your strongest enemy, and make that your military / or probe team objective. He cant BUILD missiles in the first place, if he never gets the tech.
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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Correct me if I'm wrong, but doesn't the AI sometimes keep the work they've put into a unit or SP instead of losing it like normal? I seem to remember reading about something like that last year.
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Fitz
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& Anarchist
Mar 2000 time: 21:14
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Drago, you probably did the same thing as I did for a long time and assumed they were losing production and never checked. Now you know, you'll find yourself using the probe teams to disable production in AI bases a LOT more frequently. 
Interestingly enough, I was playing a game just last night where I had established a beachead against Marr by taking one of his bases and attmpting to sprint over many many many many gas needles/copters (I am the hive, 1 turn each for gas fusion needle/copter). Unfortunately, it was a running battle to see if he would missile them before or after they had made a single attack run against him.
I was thinking up stratagies to counter this, then thought "why bother" (it was late ) and kept throwing the needle/copters (range sometimes required neeldes) at him. Sure enough, 15 turns later about half his territory was empty of bases/units.
Tonight I'll finish the second half.
The really annoying thing I found was that if I gassed a base out of existance that contained missiles, I had damn well better kill the missiles too, because they were garunteed to ALL launch next turn. Of course, common sense says I should kill them regardless, but as I said, it was late.
Also, don't forget the AI has infinite range on missiles, IIRC. Check old threads in the archive for mention of this bug. Unlike you, they can launch on any target on planet, although with conventional they tend to stick close to home.
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