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It's max-stars difficulty mission. So, maybe, it's near impossible to complete on hardest (maybe possible with some kind of exploits i d't know).
I've fight quite a long war - almost beated kir'ko, but then amazon and dvar players join war on me (i've joined dvar war cause of this stupid cancellor forces me, and amazon just joins the war) - so they just reck me from 2 sides.
I can see only the points:
1. Never force 2-front war - Hitler'll agree with this also.
2. Try to complete quests to get tank / T4 sono ship.
3. MAYBE fast quest completion for syndicate is useful (as i undterstand, after this quests voidwalkers drops in middle of enemy cities which may drain some of their forces).
But, in general, it's realy hard mission.
Edit: I forgot to say that I completed the mission on the medium difficulty now and it was actually quite easy. Bummer! However since I know the mission structure now I can maybe think about a way to win on hardest.
The good thing is that you don't actually have to defeat the ELOP confederation, you just need to found some colonies and defend them until the story continues, afterwards it's much easier.
(BTW I'm not sure if my strategy is actually a good way to beat the mission or if I just was lucky.)
Almost immediately at the beginning (around turn 5) I attacked the closest AI (in my case the KirKo) - because one of the objectives indicated an aggressive playstyle. Most of the enemy troops are unmoded at this stage of the game, so it's possible to eliminate huge amounts of enemy armies. It's basically a lot about efficient tactical combat. I wasn't actually able to raze 5 sectors to get the T4 because I had to retreat periodically and replace losses, but it resulted in the KirKo player not being a threat for a while. Thus later, when the Amazons attacked, I could concentrate all my forces on them...
On the opposite border towards the Syndicate AI was a rather safe area, where I founded 3 additional colonies, I think I had 2 until turn 20. That's not much but modding units should really have priority at the beginning. On the other hand it's important to get new cosmite sources through colonies.
After turn 20 I played quite defensively and just tried to build up a strong economy, and I guess between turn 40 and turn 50 the situation changed completely anyway (due to the story).
The first time I played it the chancellor declared war on kir'ko and dvar at the same time, on turn 11. That was unplayable.
woah! same for me - after that he demands to join his war ("join or alliance is broken") so i join and dvar rek me from behind while main forces fights with kirko.
... and tthen amazons joined and wiped out my capital. I'll try to defend my last colony and, maybe, reconquer capital today, but chances are quite low - you just can't defend colonies just with 1 stack of troops and without colonies u can't even handle 2-3 stacks army upkeep.
And allied cancelor fights kirko at first (and captured 2 colonies) but after that starts to be too passive mostly defending vs dvar and clearing quests (started to move to kirko again only after 10 turns of passivness).
yes, maps is always randomized - devs'e saidd it helps with replayability and balancing (campaign maps are just typical FFA scenario maps but with special POI and quests on it.
It definitely helped a lot that I had three heroes at the start of the second mission: The human that your leader captures in the first mission joins you in the second if you spare him and then accept his help.
Besides, my leader and the other hero got a lot of experience during the first mission because I destroyed the last two reactors by force. Both had at least access to the fourth mod slot (so maybe level 8 or 9). They didn't have high level mods though and still the weapons from the start.
Can you tell me what choices you made regarding voidbringers? Maybe it is easier to force an early voidbringer invasion by completing the syndicates quest and ally with them afterwards.
One trigger for the voidbringers is to eliminate an ELOP commander (the chancellor can do this as well). There might be some other trigger I don't know about.
I dont think it helps because they have -2000 in modifiers (capped at -800), so even if you praised them 10 turns in a row (which is the max sustainable until the compliment wears out) they'd still be at -800.
edit: the voidbringers also seem to invade around turn 50 even if you haven't killed any ELOP commanders, so playing defensively seems to be the way to go?
The therian apex mutation is certainly overpowered, your heroes may almost single-handedly kill full stacks of opponents' troops with just the right amount of extra healing and support and careful manual combat planning, sometimes in one-two turns due to the apex's lurch, followed by the multiple targets attack, and preceeded by the shakarn holochromatic engines mod 's free powerfull attack. Remember that your infiltrators can turn into therian sharpshooters, amazon biomancers or kir'ko transcendents to provide you with healers so necessary in the earlier game for totally no loss combat victories up until you are ready to switch to the self-regenerating (with the help of the autonom mod) armored troops or tacticians and propagators.
Two overpowered heroes massacring NPC's and invasion forces have won me enough time and resources and after I switched to armored troops the rest of the mission could be won almost totally in autocombat mode, even the AI could not fail with autoregenerating armored troops consisting of refractors, sonokarns and refractor-driving heroes (I switched my commanders from the apex mutation to refractor vehicles in the late game).
Economy-wise, micromanaging the food production and food-sharing between cities for the rapid growth of your newly founded cities helps a lot. And you can easily wage war on the therians (if you don't need the apexes and squirrels any more) and the growth in the second mission for some extra resources with the shakarn dwelling intimidation doctrine on.
Hope it helps.