View Full Version : Hardcore, Command Zero, Maintained Prereqs attempt to reach level 100

03-10-2014, 02:48 AM
I still have not reached level 100 with a hardcore/command zero ship, but my excuse is that it is just too easy, so I have not bothered (And those who have not seen my dozen failed attempt may buy that)

So now I will try to take a hardcore ship to level 100 with an extra limitation: I will maintain the prerequisites for each mounted component at all times. If for some reason I lose the prerequisites, I will remove the component.

So here is the first attempt:




03-10-2014, 09:04 AM
It's starting to get difficult, I'm level 23 right now. I maxed out helm early which freed up a slot that was dedicated to thrusters. Note the racial shield at level 10 is the same as 15, chipping it made it much better.


Correction, ship lost due to level 25 boss that had a laser that hit for 200...

03-10-2014, 01:26 PM
Good work, it seems solid.
I'm trying a full command ship, lvl 21 and 58 command already, its so big lol.

03-11-2014, 06:57 AM
Level 20, still not dead. One virus is a bit light as armament, but there is enough energy regeneration for it to fire criticals all day long, which is enough to kill even race ships within 5-10 seconds.


03-12-2014, 05:26 PM
How do you unlock the Infection race?

03-12-2014, 07:32 PM
There are at least two ways.

One requires just luck.

In any sector, take the "Resurrect Race" quest. When you complete it, there is a chance that the resurrected race will be Infection. As you can gather, the chance is not very high.

The other one requires that you are in a sector where the Scavengers are present.

Keep them alive, until a Prion Virus infects one of their planets (If you get tired of waiting, you can speed up the process by allowing raiding quests to go unsolved, and monsters bosses to stay alive)

Then make sure to keep the colony alive, but do not help them cure the virus. (It is strongly recommended that you completely clear all other bad conditions from the planet)

Eventually, the infection will become hereditary, and the Scavengers will ask for help with getting rid of the new subrace. Go look for a rebel ship somewhere in the system, instead. Take their series of quests, which will ask you to deliver guerrilla weapons, robotic troops and what not to the planet. At some point, the Infection will break free of the Scavenger.

Immediately start helping the new Empire. Keep them alive until you win and leave the sector. Note that you cannot win the sector earlier, because that prevents quests from being generated, and you need quests to allow the subrace to emerge.

MysticVoid 7x9
03-12-2014, 09:52 PM
last few times I unlocked a subrace all I had to do was make them appear in one of my sectors for them to appear in the list of ships I have. I don't remember having to make them live to the end of any sectors just yet. Is there something that happens if they do live to the end of the sector?

03-12-2014, 10:34 PM
If they get a planet, you get to fly the ship.

If they survive 'till you leave the sector, they can be a starting race in the naxt sector.

If they are present in the sector, you can get them as crew.

MysticVoid 7x9
03-12-2014, 11:23 PM
in that case I think I need to make the sub race that my ship is to appear so I can get some good crew for the slot I have for the mutant crew.

03-18-2014, 12:39 AM
Lost my level 13 weapon to a bunch of mines.. I had it pretty kitted out. Not sure what I'm going to try next, I can see why you picked infection.

03-28-2014, 03:24 PM
Lost my level 33 Infection when it ended up between an Ancient dreadnought it could not handle and a gravity well that prevented it from fleeing quickly enough.

There had not been any Lithosoids/Asexuals for a few sectors, and it did not have enough armor. I should have stayed at a lower level until I got some tweaked armor.

05-22-2014, 04:19 PM
So, I finally managed to get to level 100 with a hardcore, Command Zero ship while maintaining prerequisites, that is, never using even a passive component unless I had the stats.

I had to abandon six sectors. Two because I was immobilized and was going to die before being able to move again, another because I got teleported inside a mine field, and three because I had allowed every non-Ancient, non-T/O/L race to die.

In addition to this, there were a few close calls, including two times when components broke, but the ship somehow lived, and did not even flee the sector. In both cases, I had failed at crowd management, and took too many shots at once.

So, here a few screens. Bandwidth heavy, shameless boasting follows.



05-22-2014, 07:34 PM
Wow, congratulations! I just started playing hardcore and have lost 2 ships in their 30s due to being stupid. (=

I'm not familiar with the highest level icons; is that 2 virus weapons, 2 heavy armors and 2 medium armors? Or are those medium components computers?

05-22-2014, 07:47 PM
Is the next challenge to do it without abandoning any sectors?

05-22-2014, 07:59 PM
I'm not familiar with the highest level icons; is that 2 virus weapons, 2 heavy armors and 2 medium armors? Or are those medium components computers?

Two heavy armors, and two medium computers. One virus uploader and one botnet uploader - the effects are subtly different.

05-22-2014, 08:22 PM
Is the next challenge to do it without abandoning any sectors?

Actually, I am thinking about seeing how far I can get with this ship... I'll start tweaking the equipment, and trying Ultimate sectors (sector level 100+)

05-30-2014, 04:20 PM
Well, this did not take long.

The Common Cold bought it at sector level 116, although it was due to stupidity and stubbornness, more than anything else. I was trying to colonize a planet, at a time where I had not reduced my latest gear's power consumption so that it could run off a medium generator. So let count the stupidity:

1. Trying to colonize a planet next to two enemy planets.
2. Not buying a cease fire for 1/20 of the quest reward.
3. Making the attempt without enough power to run everything, i.e. while slowed down.
4. Trying to do it in a system with deadly thunders, i.e. a system where one needs to be fast.
5. Not dumping the colony module once shot up by race ships.
6. Not abandoning the sector once the boosters ran out and the speed dropped below 200.

What makes the death so stupid is that it was so unnecessary. A Command Zero ship is always at the edge, and I should not have spent even 30 seconds at level 116 with a single weapon, and in power overload.

Anyway, the Common Cold had a good run, but that's over.