Mindustry

Mindustry

[Attack v7] The Aigaion
11 Comments
348joey 5 Sep, 2023 @ 3:57pm 
@hiromi_teija On the off chance that you were waiting for permission to use my partial guide in another thread, sure, go ahead. Just credit me as the author.
R4-D10 7 Aug, 2023 @ 10:37am 
ace combat moment :)
l0colucas1 31 Jul, 2023 @ 5:42am 
My first clear of it showed how well those two work here when I was spamming all t4s. My only attempt so far with 4 attacking unit types tried Velas, but they couldn't handle defending the buffed drones and my defense got shredded. I have messed around with micromanaging one of each t5, it was hard to enjoy with the amount of time it took constantly retargetting the Corvus away from the drones while trying to move them all around. It took a lot of pausing to make the Corvus do what I wanted, which made it very tedious to do.
hiromi_teija  [author] 31 Jul, 2023 @ 12:01am 
I've personally like using T4 spiders and T4 ground support to finish off the map. the 2x unit health makes heal tanking really strong. But I've seen people win the map building one of each T5 and micromanaging them.
l0colucas1 30 Jul, 2023 @ 3:36pm 
Doing this with 4 attacking unit types seems to be possible: Flares & Horizons for the first two ships, Brydes for the second two & wings of the mainship, spam a t5 to clean up the rest. Even t4 spam works as long as you can wait out the buffed drones coming in.

Completed in ~2:17:00 with the main changes being using Minkes to speed up the second ship, and using all t5s for cleanup. Will be trying to complete in under 2 hours as it looks very possible
hiromi_teija  [author] 17 Jun, 2023 @ 2:28pm 
@348joey Thanks for writing the partial guide! I'll likely archive what you wrote in a separate thread for future players if that's ok.
348joey 17 Jun, 2023 @ 12:10pm 
(Continued guide)
Cleared of long-range and AOE ground attacks, send in some Daggers to start tearing things apart, just stay clear of remaining Lancers at the top. Squeeze a few Daggers along the bottom edges once the Copper Walls are cleared. Move quickly and in a group of only 2, and the Lancers's shots will miss until you're on the other side of their defenses. Target the power relays for the menders and power down the Parallaxes. Fully vulnerable to air, take out the remaining Lancers.
The second ship is much simpler. Just make some T2 Risso-line ships. These can even help protect against incoming air attacks on your new base, though a bunch of Parallaxes and Scatters work as well. You could also just use T2 Risso-line ships for the first ship, but where's the fun in that?
348joey 17 Jun, 2023 @ 12:10pm 
The first ship can be taken out by first softening up the bottom-most defenses with a Hail that is as close as it can be without getting in range of either of the Ripples. Once softened up, get a few Crawlers and spread them out a bit to attack the lead supplying drills or those drills' energy supply or output belts. Should only take 2 or three small groups of about 5 Crawlers to do. Now robbed of lead production, either funnel waves of air units in, or just use the Gamma over and over to exhaust any remaining ammo on the Scatters. Carefully position some Flares to take out the Ripples and the bottom Lances and Arcs. You may want to manually control a flare to get <i>just</i> in range of the Wave's water supply router.
Character limit. Continued in next comment.
348joey 17 Jun, 2023 @ 11:47am 
(continued)
Disabling explosion damage means you can't kamikaze units until something breaks, though the menders already prevented that. More importantly, it means you don't need to have all of your defenses and supply lines covered with menders from the constant enemy air waves. As long as you kill the unit before it's in range, it doesn't hurt you.A huge area of land with no resources is available around your starting position to place all the industry and production buildings you desire. Boosted unit build speed, reduced unit build cost, and a limit of one T5 unit of each type at a time encourage actually making an efficient production line to pump out units rather than just sitting back to make one clump and steamrolling with it.
348joey 17 Jun, 2023 @ 11:46am 
Using the enemy cores to dump materials that fuel higher tier production is pretty clever. Taking out either the core or the relays of cores triggers stronger waves, and this is clearly marked by the info boxes next to the mass drivers.

I especially appreciate that you didn't resort to using power, item, or fluid source blocks. You can see the flow of resources and supplies and cripple production and defenses as you see fit.

Menders combined with increased block health make it so you can't just simply 'slingshot' attacks with low tier units to destroy defenses outside of their range. The high tier ship units and manual control of foreshadows are disabled to discourage and mitigate out-ranging cheese.
Character limit. Continued in next comment.
348joey 17 Jun, 2023 @ 11:44am 
Feel I should mention you can get thorium much sooner than I believe you intended. Deconstructing an airblast drill and the bit of thorium wall at the beginning gives you enough to make a disassembler. Once you have some titanium (which you could also get by a similar method to thorium by using a separater) and use a spore press for oil to get plastanium, you can easily afford the disassembler and later rebuild the airblast drill you sacrificed. I don't see an easy fix for this, other than redesigning the 'support craft' you're given to run on lower tier drills, but I think you can just say it's a feature for people with a greater understanding of the resource interactions and mechanics.