Author Topic: CPs at the end of MoA  (Read 7963 times)

Offline Marx-93

Re: CPs at the end of MoA
« Reply #15 on: October 27, 2014, 01:29:08 pm »
It isn't very clear what you mean by end of MoA. Total CPs after final fight with Arcadius has to be manually calculated as we can't really see it. But if you mean CPs upon starting the Arcadius battle, it was about 34k for me (checked in-game save) on Hard.
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The CPs given in the table are what they are "supposed" to be instead of what I actually received which as Vaen mentioned are inflated. If the in-game values were corrected, I should have 26k CP (manually calculated) upon starting the Arcadius battle, instead of 34k as noted above.


If you set config.developer to True in the options.rpy file, you can press Shift + O in game and type "BM.cmd" without the quotes and you can see how many command points you have. You can do that at any point in the game.

That and the results screen (most of the time, unless you've used an order that turn, and even then it sometimes shows to me). If you want it just at the Arcadius battle is also good, we can approximate the maximum CP gain from that.

Draath, by what understood more than the real values being inflated, the screen values are deflated (as in Vaen actually wanted you to have what appears in-game, and not in the screen). Still thanks, looking at that chart I see it should be around 40K at the end in Hard.
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Offline Drath

Re: CPs at the end of MoA
« Reply #16 on: October 27, 2014, 02:26:49 pm »
Draath, by what understood more than the real values being inflated, the screen values are deflated (as in Vaen actually wanted you to have what appears in-game, and not in the screen).

That's not what I understood.
Quote
the current CP gain -is- higher than intended. the stated gains on the victory screen are correct, but you're getting more than it says.
posted by Vaen on Graph's playthrough thread on page 23

I stand by the posted values above, where CP from the table is the same as stated gains on the victory screen and -is- what is actually intended, which for me would be 26k. I still support a few added CP sinks in the form of dialogue options, though not of the 10k variety, as this might cause heavy issues to anyone attempting Space Whale mode, once CP calculations are corrected.
« Last Edit: October 27, 2014, 02:28:51 pm by Drath »

Offline Marx-93

Re: CPs at the end of MoA
« Reply #17 on: October 29, 2014, 03:14:03 am »
Draath, by what understood more than the real values being inflated, the screen values are deflated (as in Vaen actually wanted you to have what appears in-game, and not in the screen).

That's not what I understood.
Quote
the current CP gain -is- higher than intended. the stated gains on the victory screen are correct, but you're getting more than it says.
posted by Vaen on Graph's playthrough thread on page 23

I stand by the posted values above, where CP from the table is the same as stated gains on the victory screen and -is- what is actually intended, which for me would be 26k. I still support a few added CP sinks in the form of dialogue options, though not of the 10k variety, as this might cause heavy issues to anyone attempting Space Whale mode, once CP calculations are corrected.

Umm, you're right. it's strange though, because Vane himself said to me that in Normal it should be (number of turns + 1) and in hard (number of turns + 2). Maybe it was a rebalancing for 7.2? While we still have not much data, it seems reasonable since nobody until now has less than 10.000 CPs at the end.
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Offline Vaendryl

Re: CPs at the end of MoA
« Reply #18 on: October 29, 2014, 12:58:42 am »

Umm, you're right. it's strange though, because Vane himself said to me that in Normal it should be (number of turns + 1) and in hard (number of turns + 2). Maybe it was a rebalancing for 7.2? While we still have not much data, it seems reasonable since nobody until now has less than 10.000 CPs at the end.

I probably wasn't paying attention or something :<
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Offline Psieye

Re: CPs at the end of MoA
« Reply #19 on: December 25, 2014, 09:19:39 pm »
Captain difficulty, start of Arcadius battle: 20k CP (-3k if I choose to sink Legion). That's after extremely liberal usage of Vanguards throughout MoA content.

Offline sheepy

Re: CPs at the end of MoA
« Reply #20 on: December 27, 2014, 03:55:43 pm »
Difficulty: Captain, 1st play-through
Version: Beta 7.1a

CP when fighting Legion: 49306
CP after defeating Legion: 52847 = 40556+10535
CP when fighting Arcadiuses: 49847
CP after defeating Arcadiuses: 60169 = 49847+10322 (didn't use any CP)

Side missions: All done, occasionally dragging a few turns (e.g. escort) to get more enemies (i.e. money).
Wishall: Did not use
Save scum: A lot

Vanguard: A lot, since early middle game it is 2 out of 3 turns.
Short wrap: Always.  Since I save scum it is often possible to wrap forward at turn 1 (risking defeat) and then back for repair.
Full forward: Once every mission, almost always on 2nd turn.
Other tactical commands: Never.
Game mechanic: Never read any guide or forum posts, never knew there is aggro, but figured out 120 EN and double kinetic very early.
« Last Edit: December 27, 2014, 04:26:26 pm by sheepy »

Offline NewAgeOfPower

Re: CPs at the end of MoA
« Reply #21 on: March 06, 2015, 03:26:43 am »
On a Hard playthough, I had around 32k CP at the end.

On a Captain playthrough, about 47k, and that's with me spamming 2-3 MWD jumps + Vanguard every turn during the Legion fight.

I play like a CP miser during the first half of Vol1. After getting Sola though, I spam commands non-stop.

Icari with a point or two in Evade and Full Defense Running has over 60 or 70% evade, I forget which. It's pretty beastly if your game plan is "Let Sola Exterminate Everything while we Camp at Long Range" although I personally prefer just deploying everything as far forwards as possible in tight formation for that excellent alpha strike.

She also has the second highest Flak rating in your harem flotilla too, has minimal anti-ship offensive ability. So if the enemy doesn't have a bunch of annoying bomber ryders to deal with, she makes a great bait pointman.

EDIT: Just realized this was a necro. Super sorry.
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Offline Marx-93

Re: CPs at the end of MoA
« Reply #22 on: March 06, 2015, 01:09:11 pm »
On a Hard playthough, I had around 32k CP at the end.

On a Captain playthrough, about 47k, and that's with me spamming 2-3 MWD jumps + Vanguard every turn during the Legion fight.

I play like a CP miser during the first half of Vol1. After getting Sola though, I spam commands non-stop.

Icari with a point or two in Evade and Full Defense Running has over 60 or 70% evade, I forget which. It's pretty beastly if your game plan is "Let Sola Exterminate Everything while we Camp at Long Range" although I personally prefer just deploying everything as far forwards as possible in tight formation for that excellent alpha strike.

She also has the second highest Flak rating in your harem flotilla too, has minimal anti-ship offensive ability. So if the enemy doesn't have a bunch of annoying bomber ryders to deal with, she makes a great bait pointman.

EDIT: Just realized this was a necro. Super sorry.

Eh, don't worry. we can always use more data.
Why can only the evil have empires, power and majestic theme music? I reclaim the possibility of creating the Federal-democratic-free Empire! A (democratic) tyranny fueled by the Power of Love!

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Offline SeleneDrakane

Re: CPs at the end of MoA
« Reply #23 on: March 09, 2015, 03:05:03 am »
I'm sure that using "developer commands" to give myself a ton of money and then keeping the difficulty at Captain while giving occasional upgrades to ships/ryders throughout the campaign isn't the type of data that you would want~
(totally what I did)
CP: 95k - 105k

I thought I was too strong for any force... and so, I set up a big pirate/PACT fleet to fight in the Skirmish Editor... and I got massacred by missile/rocket spam.

Offline Britnoth

Re: CPs at the end of MoA
« Reply #24 on: March 17, 2015, 11:59:55 am »
Well, I couldn't help but take this thread as some sort of challenge.  :P

7.1a, Captain difficulty + Ironman challenge.

All sidequests, hunted the slavers. Sold wishall. Ignored crappy rockets on the sunrider.

One vanguard in the agamemnon escort (then moved quickly to the exit, its probably the toughest escort/fleeing mission to farm kills in).
One warp + vanguard in the second escort quest to remove both the support ryders immediately.
Otherwise Full Forward only each battle.

Spared the Legion.

CP after final battle: 84,3048)

Offline Ol3livion

Re: CPs at the end of MoA
« Reply #25 on: April 21, 2015, 10:48:26 am »
30k+ on Captain mode. This is the 3rd or so run, so I'm pretty good at the game by now. However, since I knew I would have nearly limitless CP points after the battle of Far Port, I prioritized killing all enemies (to the point of leaving one or so alive until the next reinforcement wave), and spamming Warp+Vanguard every other turn in the last 5 missions of MoA.

Its still kind of ridiculous how many we had. Maybe there should be some sort of upper cap? Like 20k or something. And the excess gets turned into Credits at like a 10-1 ratio or something so we don't feel bad about "optimal usage" of CP. That way, when decisions ask for 3k CP, it actually matters. The game also doesn't have to be balanced for people who have a million CP and those who have 10k CP. Food for thought.
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Offline Jynx

Re: CPs at the end of MoA
« Reply #26 on: April 26, 2015, 06:18:36 am »
At the end of MoA I had something like 90k CPs.
All side missions done, the only order I used consistently is Full Forward. No Vanguard.

Offline Priere

Re: CPs at the end of MoA
« Reply #27 on: May 17, 2015, 03:18:48 pm »
Version: Beta 7.1a.

Difficulty: Hard.

Side missions: All of them complete (Wishall still available).

Credits: 21.712 (I had just 2716 when I started the last mission though).

CPs: 26.795 (would have 3k more if I hadn't sunk the Legion).

Curiously though I found the game much easier on hard than in captain difficulty (maybe because that was my second playthrough).

Offline The Bigfoot

Re: CPs at the end of MoA
« Reply #28 on: May 27, 2015, 09:22:49 pm »
I know people probably dont have saves this old, but if anyone remembers what their CP and such were at the start of MoA, or even just was it higher or lower than default. I would be very interested to know.
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Offline Priere

Re: CPs at the end of MoA
« Reply #29 on: May 28, 2015, 08:22:29 pm »
I do happen to have save files taking place before MoA. If you are interested in that, my stats right at the start of MoA are:

Version: Beta 7.1a.

Difficulty: Hard.

Credits: 7.370 (this doesn't take into account upgrades used on any of the ships).

CPs: 7.771.