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Necron questions


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#1 LarkinVB

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Posted 25 November 2006 - 02:58 PM

How does the necron max cap system work ? Do they really just get additional cap by LPs ? They start with 2 vehicle cap and every LP does add +3, right ? Therefore they do need 6 LPs to get 20 max cap ? Seems hard to do for the AI.

Is the AI using necron LP attack ability ?

#2 thudo

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Posted 25 November 2006 - 05:32 PM

How does the necron max cap system work ? Do they really just get additional cap by LPs ? They start with 2 vehicle cap and every LP does add +3, right ? Therefore they do need 6 LPs to get 20 max cap ? Seems hard to do for the AI.

Capturing and building on strats is the Necrons primary way to increase cap. I have to check if building the LP addons increases it as well. However, on low-resource maps, the Necrons are at a slight disadvantage.

Is the AI using necron LP attack ability ?

Yep! How is it you haven't noticed? It fires off all the time when the # of enemy troops are near (except for Tau which for the most part out-range Necron LPs).
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#3 Guest_Guest_*

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Posted 26 November 2006 - 04:01 AM

<<Delurking>>

Hey Larkin,

The Necron squad cap increases with the first, second, and third listening post completed.
The fourth and fifth listening posts increase the build speed, but not the squad cap.

The ideal Necron setup would be 4 LP's on Strategic Points, one on a Relic to get the Monolith,
and all other points (especially criticals) owned by allies.

I have no idea if you can tell the AI to only build 5, but 5 is all that it needs, and really it can make
due with as little as 3.

-- Atreides

#4 thudo

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Posted 26 November 2006 - 04:13 AM

I have no idea if you can tell the AI to only build 5, but 5 is all that it needs, and really it can make due with as little as 3.

Good find, Guest.. :p Mind you, by the time the Necrons get their 5th strat capped their allies already have all theirs. I've never seen a Necron AI horde strats per se unless the ally looses one then its Necron AI ally takes it away. Thats somewhat infrequent. Still.. we needed that info on the Necrons.. goes to show how those buggers are VERY unique in terms of gameplay.
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#5 LarkinVB

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Posted 26 November 2006 - 09:38 AM

I have no idea if you can tell the AI to only build 5, but 5 is all that it needs, and really it can make due with as little as 3.


Only counting squad cap. Vehicle cap 20 does need 6 LP

Squad/Support
1LP : 11/5
2LP : 14/8
3LP : 17/11
4LP : 20/14
5LP : 20/17
6LP : 20/20

Edited by LarkinVB, 26 November 2006 - 09:39 AM.


#6 thudo

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Posted 26 November 2006 - 03:43 PM

Thats a rather interesting discovery: knowing that, Necrons MUST capture alot of hard-fought LPs in order to increase its caps on low-resource maps. A challenge indeed. Excellent find everyone!
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#7 Guest_Guest_*

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Posted 27 November 2006 - 01:35 AM

My appologies on the Vehicle Cap discrepancy, my Necron games are very infantry centric.

Related Necron questions

-An ideal use for Flayed ones is as follows:>

1 Deploy flayed ones next to Monolitch
2 Reinforce to 8
3 Move flayed ones into Monolith
4(A) Deepstrike Flayed ones into whichever battle Horde of Warriors is in with enemy troops
(B) Deepstrike Flayed ones into opposing Base where Necron Lord is blowing things up
5 Once battle is over, 'teleport home' to Monolith
6 Repeat step 4

Can the AI be 'taught' to do this sort of thing?


- A Second mononlith costs 350 Power, generates 10 power on its own, and provides a vital
second building for troop generation - for any game that is going to last longer then 10 minutes (4 players and up) a second monolith is absolute essential - the third monolith at 700 powers is not as essential, but the second one definitely is

Can we tell the AI that once it has built 6 Gens, it should built a second Monolith? Whilte the 7th Generator will cost less then the Monolith, the build time for it is high, and the troop production is truly critical for big games. Ideally the second Monolith is also closer to the center of the map for quicker production of front line troops as well.

- Will the AI use the Res. Orb? The Vanilla Lord seems to have a pretty good grasp for use of the Solar Pulse but I have yet to see it use the Res. Orb.



Eagerly awaiting the release of the 2.0 Skirmish

Atreides

#8 thudo

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Posted 27 November 2006 - 02:12 AM

D00d.. can you please login first? I wish Revora would stop having guests post.

Anyway..

1) AI cannot use the "summon" ability to teleport units (ie. warriors) to safe spots. Its an "extension ability" which we do not have code for since its hard-code. Blame Relic

2) Second Monolith - already done. Hell.. we even have a 3rd one late game if the AI has additional power. I gather yer NOT on the beta team so don't worry: alot has been taken care of :thumbsupsmiley:

3) Resurrection Orb for NecronLord.. already done!
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#9 Malkor

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Posted 27 November 2006 - 02:43 AM

My necron AI actually gets 3 monoliths fairly fast for the purpose of a very strong tier2 presence. It does help.



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