AI War 2:Hacking
Hacking is a fairly useful mechanic, involving the use of a flagship to expend Hacking Points to perform various acts on neutral or AI-controlled planets and affect certain Factions, such as the Dyson Sphere or the Nanocaust, and here it's explained a bit more in depth.
NOTE: This is partly outdated following version 0.900: The Arrival Of Fleets, and will have to be updated. Apologies!
Contents
- 1 Basics
- 2 Hacking Response
- 3 Spending Hacking on your own units
- 4 Hack Options
- 5 Opinions And More Detail
- 5.1 Covert Science Extraction
- 5.2 Subvert Super Terminal
- 5.3 Make Contact with Outguard
- 5.4 Provoke Vengeance Strike
- 5.5 Download Dark Spire Ship Design
- 5.6 Render Vengeance Generator Vulnerable
- 5.7 Download Dyson Ship
- 5.8 Increase Dyson Strength
- 5.9 Increase Dyson Production
- 5.10 Diminish Dyson Production
- 5.11 Decode Nanobots
Basics
Hacking consumes Hacking Points, which can only be gathered normally from player-controlled planets. Build a command station on the planet and it will rapidly gather the Hacking Points there. Each planet has 30 points by default, but planets that are adjacent to other player owned planets yield an extra 5 (Including retrospectively). A few units such as Astro Trains and the AI Overlord will also give hacking points when killed.
Hacking is performed by flagships. When viewing a particular planet, the relevant Hacks available will be shown in the Hacking sidebar to the left, with the effect and cost of each Hack is listed. Not all ships can perform all hacks; e.g. a Lone Wolf cannot hack an ARS.
While a Hack is in progress, the hacking flagship's speed is greatly reduced and it cannot leave the planet. The remaining time left is displayed on the top in a similar fashion to Wave Warnings. If the hacker is destroyed mid-way, the hack is cancelled and must be restarted. The hack can also be aborted by clicking on the notification, but hacking points will not be refunded. When multiple flagships are present on a planet, the one closest to the target is selected for the hack.
Hacking Response
Nearly every Hack causes some form of response against you - groups of units spawned from the target unit to try and stop the Hack. The faction that responds is usually the one that controls the thing you are hacking (i.e an AI Command Station will respond with AI units, but hacking the Nanocaust responds with a very scary response of entirely Nanocaust units). Outguard Beacons are an oddity, and will cause an AI response instead. The Dark Spire do not respond normally, but the force that the Provoked Vengeance Strike spawns somewhat acts like it.
Generally, there are both small, frequent "pulses" of units spawned during a Hack, as well as less frequent and larger pulses. In addition, actually completing the Hack fully has an extra response at the end as well.
Spending Hacking on your own units
You can also spend hacking points on upgrading/changing your own units. There are several ways of doing this:
You can spend hacking to increase the vision range of your command stations. This is done via the Hacks tab at the planet with the command station you want to boost. It is quite situational due to it's cost, however.
You can spend hacking to increase a property of some officer fleet centrepieces, such as damage, shield strength, or hull strength. This can be very effective when stacked with Direct Science upgrades, but is otherwise not generally worth it. This can only be done when they are present on your own worlds, and is done via the Hacks tab while the centrepiece is on one of your planets. Exactly which property can be improved depends on the specific Centerpiece.
Finally, some Centerpieces can be transformed into different variants by using hacking points. This applies to transports and combat factories in the basegame, and some golems if The Zenith Onslaught is enabled. This is NOT done from the hacks tab, but from the fleet menu of the Centerpiece.
Hack Options
- Not all hacking options are listed here.
Hack Name | Target Unit | Hacking Point Cost | Duration (Seconds) | Description |
---|---|---|---|---|
Weaken AI Turrets | Planet, Mk VI or lower | Variable | 2 | Hacking into the local AI network will reduce the range of AI turrets to 25% of their normal values, and their damage output to 50% of normal. Only works on planets of mark 6 or lower. |
Weaken AI Guard Posts | Planet, Mk VI or lower | Variable | 2 | Hacking into the local AI network will reduce the range of AI guard posts to 50% of their normal values, and their damage output to 75% of normal. Only works on planets of mark 6 or lower. |
Neutral Planet Science Extraction | Neutral Planet | 30 | 60 | This device scans the wreckage of the AI structures on the planet to obtain Science, up to the normal amount. |
Watch Planet | Planet | 10 | 2 | This hack deploys spy nanites that will grant you permanent vision on this planet. Can be done remotely without a hacker present. |
Watch Planet (local) | Planet | 2 | 2 | This hack deploys spy nanites that will grant you vision of the planet until the AI reconquers it. Only for planets without defenders. Must destroy all hostile combatants on the planet. Can be done remotely without a hacker present. |
Grant Ship Line | Advanced Research Station | Variable: Can be hacked three times, for cost 24,48,72, but halved if the planet is neutral or player owned. | 45 | Grants a new ship line to the hacking flagship. Each ARS has a choice of four ship lines to pick from, and can be hacked up to three times, though the third hack is often not cost effective. |
Grant Technology | Technology Vault | 30 | 90 | This will allow the player to unlock a new Tech, out of three possibilities. Unlocking a Tech this way does not increase the cost of doing it with Science. |
Spire Archive Extraction | Spire Archive | 60 | 300 | Hacking this Spire Archive will grant you a large amount of Science, but it takes a long time. Be prepared for an extreme AI response against your units. If this hack is cancelled or interrupted, AIP will go up by 80. |
Subvert Super Terminal | Super Terminal | 1 Per Second | Until Halted | The longer you hold on, the more you'll reduce (AIP), but you'll also cause a massive incursion of AI forces while doing it, some of which will head directly to your homeworld as an Exo-Galactic Strike. Careful not to kill yourself by holding on too long. You only get one shot at this hack before the AI adapts, so make it count. |
Access Outguard Beacon | Mercenary Beacon | 10 | 225 | Hacking this beacon will allow you to contact some of the Outguard -- remnant anti-AI forces that can come to your aid. Since the Outguard are subverting the AI communication channels, expect some extremely heavy AI response to this. Upon completion, your AIP will increase by 10. |
Hack Ion Cannon | Planet | 20 | 2 | Permanently take control of all Ion Cannons on the planet. |
Hack Mass Driver | Planet | 23 | 2 | Permanently take control of all Orbital Mass Drivers on the planet. |
Sabotage AI defenses | Varies | 15 | 22 | Kills a certain powerful AI structure on the planet. Works on things like Raid Engines, Eyes, Alarm Posts, and Orbital Mass Drivers. Does not trigger any AIP increase on death that the structure normally has. |
Provoke Vengeance Strike | Dark Spire Vengeance Generator | 20 | 300 | Finishing this Hack will cause the Dark Spire to launch a Vengeance Strike, wherein every Vengeance Generator will simultaneously launch a fleet to attack, well, everything. |
Download Dark Spire Ship Design | Dark Spire Vengeance Generator | 12 or 24, depending on system ownership. | 300 | Hacking this Vengeance Generator will give you access to one of the Dark Spire's ship designs. But it might have devastating consequences; are you willing to set a fire upon the deep? |
Render Vengeance Generator Vulnerable | Dark Spire Vengeance Generator | 35 | 300 | Hacking this Vengeance Generator will make it vulnerable to conventional weaponry. This is likely to provoke an extremely strong Dark Spire response |
Download Dyson Ship | Dyson Sphere | 12 or 21, depending on system ownership. | 300 | Hacking the Dyson sphere will give you access to one of the Dyson Sphere's ship designs, but it will make the Dyson Sphere very unhappy with you. |
Increase Dyson Max Strength | Dyson Sphere | 20 | 300 | This Hack will increase this Dyson Sphere's max strength. It will definitely make the Dyson Sphere unhappy with you as well. |
Increase Dyson Production | Dyson Sphere | 20 | 300 | This Hack will improve Dyson unit production. It will definitely make the Dyson Sphere unhappy with you as well. |
Decrease Dyson Production | Dyson Sphere | 20 | 300 | This Hack will diminish Dyson unit production. It will definitely make the Dyson unhappy with you as well. |
Decode Nanobots | Nanobot Hive | 20 | 600 | Hack the core Nanobot Hive in order to subvert them into being your allies. From then on, the hive will devote all of its energy to destroying the AI. |
Tame Macrophage Tellium | Macrophage Tellium | 60 | 300 | Hack the mindset of a Telium on this planet, converting it to your cause. Expect it to defend itself harshly. |
Opinions And More Detail
Covert Science Extraction
This one is situationally useful, allowing you to gain the Science from a planet that is neutral or owned by some non-AI factions, without raising AI Progress for it. It costs more than most Hacks however, so overdoing it can limit your options elsewhere, but in general it has a universally useful reward.
Subvert Super Terminal
A very strange hack! This one only ends when either the Hacker dies, or you run out of Points to do it with. Each second you pay 1 Point to reduce the AI Progress by 0.5. Each time the AI sends a response pulse, the next pulse will be stronger, so this can get very scary if done long enough. This can only be done once, and it is very pricey, but in effect you are reducing the AIs power overall, which could be very well worth the expenditure. Knowing when to do this hack can be tough, since the response scales quite strongly with both AIP and the amount of hacking you have already done against the owning AI.
Make Contact with Outguard
This lets you hire the Outguard groups listed in the Beacon description, for the listed AIP cost. Outguard can be a handy temporary power boost, to help win a difficult fight, be a distraction elsewhere, or shore up your defences in a hurry. Different Outguard have different circumstances in which they can be deployed. While Outguard are not permanently present on the map, and most are not under your control, the number of them you have available does replenish over time. Group power scales with the current AI Progress, so this is something you can have prepared for later. This hack is best done early, since the response scales quite strongly with AIP.
Provoke Vengeance Strike
A very sneaky hack. As each spawn a Generator does causes it to get nastier, this lets you "feed" a particular Generator to absurd levels. The Dark Spire can be useful in defeating the AI, but can also cause you a lot of bother yourself, so be careful about poking them with this. If you intend to use them in that way, this can be a very useful Hack.
Download Dark Spire Ship Design
This gives you a line of Dark Spire Wraiths, Phantoms or Spectres (You choose) as fleetships. This hack slightly increases AIP if successful, and the response from the Dark Spire can be terrifying, and it has dire consequences for the galaxy. Once completed, this Dark Spire Generator will begin gaining energy over time, even with no combat near it. Like above, this can be useful in having the Dark Spire do your work for you, but it can get very much out of hand, and you can't stop the effect unless you spend the large quantity of hacking points to render the generator vulnerable.
The hack is cheaper in terms of Hacking Points if the planet is neutral (or owned by you). Neutrality is best achieved by the simple expedient of killing all AI forces, then allowing the Dark Spire to kill the command station for you without raising AIP. (!Check this!)
Render Vengeance Generator Vulnerable
This allows you to destroy this Vengeance Generator. The response from the Dark Spire will be terrifying, and the hack has a fairly long duration, but this can allow you to remove a generator that is in a very bad position. However, it is quite expensive.
Download Dyson Ship
This will give you a line of Dyson Defenders, Dyson Sentinels or Dyson Bulwarks (You choose) as fleetships. This hack slightly increases AIP if successful, and the response from the Dyson can be terrifying. Even starting this causes every ship controlled by that Dyson Sphere to revert to hostile and attack you, anywhere in the galaxy. Completing it is even worse, as the Sphere will become Antagonised, and spawn ships at an incredible rate, all of whom are very very angry at you, for a few minutes. In terms of what you pay and what you get, this is pretty good...but it can easily be game ending. Sentient stars are not to be messed with. Can be done up to three times (per Sphere), but the more times you hack a Sphere, the angrier it will get.
This may all sound bad, but there are advantages: All the ships use the Alien tech, which can be a very potent source of power if there are more minor factions in the game that grant Alien ships. Further, the hacking response of the Dyson is independent of the AI, so if the AI's hacking response is already too high to effectively use your Hacking, this can be a good alternative.
Increase Dyson Strength
Simply put, this increases the total number of ships the Sphere can have at any one time, and increases their mark level, making each ship stronger. You can keep doing this to stack the effects, which can make the Sphere rather strong, especially when stacked with the Increase Dyson Production hack below, but the response to each Hack is the same as the Download hack, so it should be treated with caution. This is also a longer hack, making it even harder to hold on against the angry Dyson.
Increase Dyson Production
Simply put, this makes the Sphere start spawning ships at a faster rate overall. You can keep doing this to stack the effects, which can make the Sphere rather strong, but the response to each Hack is the same as above, and the Sphere usually spreads its ships out, and is capped by the current AI Progress, so unless it's in a useful area, and not for instance stuck in a corner of the galaxy, this won't be super worthwhile.
Diminish Dyson Production
The opposite to the above one. If for some reason (such as controlling the Spheres territory, which angers it) you want to make the Sphere weaker, this is how you do it. It's a pretty niche thing, but it's there. The AI can Antagonise the Sphere intentionally at Dyson intensity >=8, so if you have that possibility on the horizon, preparing for it with this Hack may be a wise choice.
Decode Nanobots
The longest duration Hack in the game currently, other than a ludicrously long Super Terminal, taking 600 seconds to complete, with a terrifying response. In return though, that Nanocaust faction will immediately ally with you. You can now go through all the planets it has captured, hoover up all the Science and Hacking Points lying around (If you are willing to pay the AIP cost for the planet, or the hacking cost for a Science Extraction hack), and generally have a very safe area to operate in, not to mention all the firepower they can bring. This is usually *very* difficult, but the reward can be incredible. Should be noted, that while Factions that are allied to you in game setup increase your AI Progress instead of their own, a hacked Nanocaust will not, so you are not penalised for this Hack.