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Messages - Martyn van Buren

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1
AI War / Re: Taunt/trigger thread for new expansion
« on: May 17, 2013, 03:14:44 PM »
I haven't got a good one, but how about some for a really successful tractor raid? I.e., activating a raid engine with ships tractored off a player world.

2
Very happy to see that someone finally came up with a ship to fit the name "Neinzul yoyo," which comes from a bug report I filed years ago. If we don't get that ship I hope we get something else with that name. Ideally wearing a child's propeller cap.

3
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 20, 2012, 02:13:09 PM »
You go to the overlord's keep to level up spells?  I assumed it came out of the "level up here" regions...

Did I miss a help notice?  How was I supposed to find this out?

When level 5 (The game says 4, but that's a lie to me as it's always 5), all windstorm machines get a shield around them and it says you must to go Overlord tower to get better spells.

Oh!  So you need to visit like 25 windmills over the course of the game (there are five mage class levels, right?)?  I had assumed I was only going to go to five and each was going to mark a major turning point in the game, so I haven't been pressing toward the second.  I gather from correspondence with Josh that Arcen is planning to put a bit more top-level stategy guidance into the game, but I think this is something that should be highlighted, or at least addressed.

4
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 19, 2012, 11:53:58 PM »
You go to the overlord's keep to level up spells?  I assumed it came out of the "level up here" regions...

Did I miss a help notice?  How was I supposed to find this out?

5
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.703 released!
« on: December 18, 2012, 11:41:05 AM »
I definitely support cave quick-exits taking you back to the bottom of the first chunk; it makes a nice balance between the interesting challenge of scaling your way back out of a cave you dove into and not having to do a ridiculous amount of backtracking.  I don't especially mind there being a poison pill option; I want to try climbing out anyway.

That said, over the long term it makes sense to me that there might want to be some kind of penalty for death, at least on higher strategic difficulties.

6
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.703 released!
« on: December 18, 2012, 09:10:25 AM »
We should probably do a better job of explaining it in-game, but, pretty much any building with a pit after it is meant to be gone through.

I think I'd prefer just having a straight wall in that case; it bugs me to have a fake branching path.  Ideally I'd prefer to have a choice of routes, or a dead end with an interesting reward, but if not I resent what feels like kind of a cheap trick --- that is, the game suggests that I can ignore the building and keep moving forward, but I know that if I do so I will be wasting time or jumping into a death pit.

7
I wrote to Josh about this, but I am also Mac-only.  Will there be another round of PMs when that version comes out, or how will we know?

8
Yeah I have to agree.  Green hearts are odd.  That isn't the toxic-looking forest green I associate with poison; it just makes me wonder if the character is a plant.  Which would be cool.

9
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 26, 2012, 12:40:32 PM »
OMD under glass on a world with an Eye, a common enough scenario.  How do you propose taking it out otherwise?

You do it piecemeal.
Transport in the bomber, glass the ... glass, then warp out and bring in the fighters.

And if one of that planet's "focus" ships was an anti-bomber ship? And its second "focus" was an anti-"anti-bomber" ship?

I mean, that would be great, right?  Emergent challenges!  Anyway, surely there ought to be some situations where the best answer is "don't take this world"?

10
AI War / Re: New colony ship: Armored
« on: November 26, 2012, 03:50:57 AM »
Also favor armored.  You can built cloakers and make a basic colony ship cloaked, but there's no way to make it armored.

11
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 26, 2012, 03:49:09 AM »
I'm pretty puzzled by the "pile on the fighters" line --- I mean, absolutely if you find a world with an OMD and nothing else, just sending fighters/bombers is pretty trivial.  But I feel like I can think of a lot of situations where that could be problematic --- if it's under a forcefield, if the AI has a tractor bonus ship, et cetera.  I'm not sure offhand how I would go about taking down an OMD under a forcefield if it could one-shot raid starships and I couldn't afford to wake the whole world, but it seems like an interesting challenge.  Raiding definitely ought to be encouraged but it shouldn't be as trivial as "just build raid starships," so having the occasional world be a no-fly zone for them seems like a good thing.

12
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 25, 2012, 12:43:31 PM »
Yeah surely the OMD is supposed to be a hard counter to raid starships?  And surely a transport full of bombers ought to be able to deal with it as long as it's not under a forcefield?  If it is than maybe you have to fight through that world without starships, which doesn't seem like a terrible thing to happen occasionally.

13
AI War / Re: Weird/inexplicable allied Enclave behavior
« on: November 24, 2012, 12:55:12 PM »
I guess that's okay behavior, really?  I mean, it would be nice if they helped out in desperate-defense situations when the last barrier to your homeworld is under attack, but I reckon it's not terrible if they don't --- if that falls you're going to want a reserve on your homeworld.  Whereas if they fling themselves into a world where you're giving up and get themselves killed that would be a lot more frustrating.

I reckon though that they ought to be willing to join close-to-even fights where they might swing the balance or might die --- a cowardly ally feels pretty useless.  Anyway I have not yet seen much of them and I don't have any sense of how that balance is currently struck.

14
A Valley Without Wind 1 & 2 / Re: The latest on the Valley 2 schedule
« on: November 24, 2012, 12:49:16 PM »
Any chance of a sky/mountain/tower level?  I really like all of those.  Heck, I even liked the eagle forests in AVWW I because they had all those floating platforms.

15
AI War Strategy Discussion / Re: Need help dealing with spire railclusters
« on: November 23, 2012, 07:48:47 AM »
I'm curious to follow up a bit about exit-wormhole defense strategy --- I'm just playing a game where I've wound up wanting to take two 6-wormhole worlds, which makes focussing on entry-wormhole defenses kind of impractical.  I've been trying to focus on defense that can cover a lot of the planet at once --- mines, missile turrets (also helpful against Neinzul ships), spider turrets, and a mil station (presumably a fort as I get farther into the game) --- but I'm having trouble with ships escaping to become threat.  Is it worth spreading my tractor turrets as thin as they'll have to be to cover like twelve wormholes? 

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