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Messages - Wingflier

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1
AI War / Re: Private alpha of Vengeance expansion has started
« on: Yesterday at 06:45:16 AM »
Well, congratulations Keith, your new AI changes have presented me with a challenge that has killed me over and over again: Hunter Killers + Mass Starship Disassembler Guardians. They eat all my Starships, then the HKs just kill anything that's left, and there goes my army.

I'm having more fun with this half-finished expansion than I ever have before :D

2
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 20, 2013, 03:32:21 PM »
Thanks Keith.

3
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 20, 2013, 01:43:59 PM »
But once again I kill 1 CSG and it sends an overwhelming force of 400 units suddenly that just wipes me out in seconds when I still only have 2 planets. Surely it wasn't intended to work like this. Doesn't it send a small force or anything when you kill guard posts and Comm Stations?
It is supposed to respond to each thing killed, yes, though if AIP is low enough the budget may be so small it fails to actually generate an exo.

Do you have a save where killing a GP does nothing, but killing a CSG does something really nasty?
Yes.

In this save, there are a group of units positioned by the Comm Station on planet Chareras. Destroy it and nothing will happen.

Take another group of units to the planet Charyunzi, bordering the Human Homeworld, and destroy that CSG-E structure. You will get hit with a wave so massive that you can't even compete.

It seems like it's "stacking" the waves on top of each other, but not actually sending them until you take out CSGs or something, then it sends all the "stacked" waves at once. Obviously I don't know if this is actually happening but that's kind of how it seems from my side.


4
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 20, 2013, 01:18:00 PM »
Keith, I'm still convinced that there is something wrong with the Vengeful AI Personality behavior...

It is so intermittent and moody, and it doesn't seem to be an element of design.

For example, in my last game I killed over 10 guard posts and 2 Command Stations...1 after hacking it for 10 minutes.  With no response, not even a small exo wave.

But once again I kill 1 CSG and it sends an overwhelming force of 400 units suddenly that just wipes me out in seconds when I still only have 2 planets. Surely it wasn't intended to work like this. Doesn't it send a small force or anything when you kill guard posts and Comm Stations?

5
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 19, 2013, 03:23:17 AM »
Keith, I feel like there's some kind of bug here:

Quote
5/19/2013 4:17:05 AM (6.030)
-----------------------------------
Populating EventAttackArmada, 4500 total points; Game Time: 0:19:31

5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 2250 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
FighterII   Light   Cutter   16   6   96   8   48
MissileShip   Light   Cutter   16   2   32   4   8
FighterIII   Medium   Cutter   24   2   48   12   24
Bomber   Medium   Cutter   24   4   96   4   16
MissileShipII   Medium   Cutter   24   2   48   8   16
SpireGravityDrain   Heavy   Cutter   32   3   96   8   24
BomberII   Heavy   Cutter   32   3   96   8   24
Cruiser   Heavy   Cutter   32   2   64   12   24
CoreFighter   Light   Corvette   64   1   64   20   20
SpireGravityDrainII   Light   Corvette   64   4   256   16   64
BomberIII   Light   Corvette   64   1   64   12   12
SpireGravityDrainIII   Medium   Corvette   96   4   384   24   96
CoreZenithBombardment   Medium   Frigate   96   2   192   120   240
CoreSniper   Medium   Frigate   96   1   96   96   96
DreadnoughtII   Heavy   Destroyer   512   1   512   192   192
Battlegroup actual budget spent: 2240 on 46 ships (for reference that is 548 strength).


5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 2250 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
FighterII   Light   Cutter   16   5   80   8   40
MissileShip   Light   Cutter   16   3   48   4   12
FighterIII   Medium   Cutter   24   3   72   12   36
MissileShipII   Medium   Cutter   24   2   48   8   16
Bomber   Medium   Cutter   24   3   72   4   12
SpireGravityDrain   Heavy   Cutter   32   3   96   8   24
Cruiser   Heavy   Cutter   32   1   32   12   12
FighterIV   Heavy   Cutter   32   3   96   16   48
BomberII   Heavy   Cutter   32   1   32   8   8
Sniper   Light   Corvette   64   1   64   19.2   19.2
CoreFighter   Light   Corvette   64   3   192   20   60
ZenithBombardment   Light   Corvette   64   1   64   24   24
BomberIII   Light   Corvette   64   1   64   12   12
SniperII   Medium   Corvette   96   1   96   38.4   38.4
CoreBattleCruiser   Medium   Corvette   96   2   192   20   40
SpireGravityDrainIII   Medium   Corvette   96   1   96   24   24
ZenithElectricBomberII   Medium   Frigate   96   2   192   20.21   40.42
ZenithSiegeEngineII   Medium   Frigate   96   1   96   24   24
AIGuardianSpireImplosionIII   Heavy   Destroyer   512   1   512   288   288
Battlegroup actual budget spent: 2240 on 46 ships (for reference that is 573.81 strength).


5/19/2013 4:17:05 AM (6.030)
-----------------------------------
Populating EventAttackArmada, 4500 total points; Game Time: 0:19:31

5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 2250 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
FighterII   Light   Cutter   16   4   64   8   32
MissileShip   Light   Cutter   16   4   64   4   16
Bomber   Medium   Cutter   24   3   72   4   12
MissileShipII   Medium   Cutter   24   3   72   8   24
FighterIII   Medium   Cutter   24   2   48   12   24
SpireGravityDrain   Heavy   Cutter   32   4   128   8   32
FighterIV   Heavy   Cutter   32   2   64   16   32
Cruiser   Heavy   Cutter   32   2   64   12   24
ZenithBombardment   Light   Corvette   64   2   128   24   48
CoreFighter   Light   Corvette   64   1   64   20   20
Sniper   Light   Corvette   64   3   192   19.2   57.6
CoreBattleCruiser   Medium   Corvette   96   3   288   20   60
BomberIV   Medium   Corvette   96   1   96   16   16
CoreZenithBombardment   Medium   Frigate   96   1   96   120   120
MunitionsBoosterIII   Medium   Frigate   96   1   96   30.32   30.32
ZenithElectricBomberII   Medium   Frigate   96   1   96   20.21   20.21
AIGuardianCarrierIII   Heavy   Destroyer   512   1   512   288   288
Battlegroup actual budget spent: 2240 on 46 ships (for reference that is 633.73 strength).


5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 2250 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
FighterII   Light   Cutter   16   4   64   8   32
MissileShip   Light   Cutter   16   4   64   4   16
Bomber   Medium   Cutter   24   2   48   4   8
FighterIII   Medium   Cutter   24   2   48   12   24
MissileShipII   Medium   Cutter   24   4   96   8   32
SpireGravityDrain   Heavy   Cutter   32   2   64   8   16
BomberII   Heavy   Cutter   32   1   32   8   8
FighterIV   Heavy   Cutter   32   3   96   16   48
Cruiser   Heavy   Cutter   32   2   64   12   24
CruiserIV   Light   Corvette   64   2   128   16   32
ZenithBombardment   Light   Corvette   64   2   128   24   48
CoreFighter   Light   Corvette   64   1   64   20   20
SpireGravityDrainII   Light   Corvette   64   1   64   16   16
SpireGravityDrainIII   Medium   Corvette   96   1   96   24   24
ZenithBombardmentII   Medium   Corvette   96   2   192   48   96
SniperII   Medium   Corvette   96   1   96   38.4   38.4
SentinelFrigateII   Medium   Frigate   96   1   96   20.21   20.21
ZenithElectricBomberII   Medium   Frigate   96   1   96   20.21   20.21
CoreSniper   Medium   Frigate   96   1   96   96   96
SpireStarshipI   Heavy   Destroyer   512   1   512   192   192
Battlegroup actual budget spent: 2240 on 46 ships (for reference that is 598.82 strength).


5/19/2013 4:17:05 AM (6.030)
-----------------------------------
Populating EventAttackArmada, 4500 total points; Game Time: 0:19:31

5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 2250 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
FighterII   Light   Cutter   16   3   48   8   24
MissileShip   Light   Cutter   16   5   80   4   20
FighterIII   Medium   Cutter   24   5   120   12   60
Bomber   Medium   Cutter   24   1   24   4   4
MissileShipII   Medium   Cutter   24   2   48   8   16
FighterIV   Heavy   Cutter   32   3   96   16   48
BomberII   Heavy   Cutter   32   2   64   8   16
SpireGravityDrain   Heavy   Cutter   32   2   64   8   16
Cruiser   Heavy   Cutter   32   1   32   12   12
CoreFighter   Light   Corvette   64   1   64   20   20
BomberIII   Light   Corvette   64   2   128   12   24
CruiserIV   Light   Corvette   64   1   64   16   16
SpireGravityDrainII   Light   Corvette   64   1   64   16   16
Sniper   Light   Corvette   64   1   64   19.2   19.2
CoreBattleCruiser   Medium   Corvette   96   2   192   20   40
BomberIV   Medium   Corvette   96   2   192   16   32
ZenithElectricBomberII   Medium   Frigate   96   2   192   20.21   40.42
ZenithSiegeEngineII   Medium   Frigate   96   1   96   24   24
RiotControlStarshipII   Heavy   Destroyer   512   1   512   96   96
Battlegroup actual budget spent: 2240 on 46 ships (for reference that is 343.41 strength).


5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 2250 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
FighterII   Light   Cutter   16   6   96   8   48
MissileShip   Light   Cutter   16   2   32   4   8
FighterIII   Medium   Cutter   24   5   120   12   60
MissileShipII   Medium   Cutter   24   2   48   8   16
Bomber   Medium   Cutter   24   1   24   4   4
FighterIV   Heavy   Cutter   32   1   32   16   16
SpireGravityDrain   Heavy   Cutter   32   2   64   8   16
BomberII   Heavy   Cutter   32   3   96   8   24
Cruiser   Heavy   Cutter   32   2   64   12   24
SpireGravityDrainII   Light   Corvette   64   3   192   16   48
CoreFighter   Light   Corvette   64   2   128   20   40
Sniper   Light   Corvette   64   1   64   19.2   19.2
CoreBattleCruiser   Medium   Corvette   96   2   192   20   40
ZenithBombardmentII   Medium   Corvette   96   2   192   48   96
ZenithElectricBomberII   Medium   Frigate   96   1   96   20.21   20.21
SentinelFrigateII   Medium   Frigate   96   2   192   20.21   40.42
AIGuardianSniperIII   Heavy   Destroyer   512   1   512   288   288
None   None   None   0   0   0   null   null
None   None   None   0   0   0   null   null
None   None   None   0   0   0   null   null
Battlegroup actual budget spent: 2240 on 46 ships (for reference that is 535.62 strength).


5/19/2013 4:17:05 AM (6.030)
-----------------------------------
Populating EventAttackArmada, 4500 total points; Game Time: 0:19:31

5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 2250 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
FighterII   Light   Cutter   16   3   48   8   24
MissileShip   Light   Cutter   16   5   80   4   20
FighterIII   Medium   Cutter   24   3   72   12   36
Bomber   Medium   Cutter   24   3   72   4   12
MissileShipII   Medium   Cutter   24   2   48   8   16
SpireGravityDrain   Heavy   Cutter   32   2   64   8   16
BomberII   Heavy   Cutter   32   2   64   8   16
Cruiser   Heavy   Cutter   32   1   32   12   12
FighterIV   Heavy   Cutter   32   3   96   16   48
SpireGravityDrainII   Light   Corvette   64   4   256   16   64
CruiserIV   Light   Corvette   64   2   128   16   32
SniperII   Medium   Corvette   96   2   192   38.4   76.8
ZenithBombardmentII   Medium   Corvette   96   1   96   48   48
SpireGravityDrainIII   Medium   Corvette   96   1   96   24   24
MunitionsBoosterIII   Medium   Frigate   96   2   192   30.32   60.63
CoreSniper   Medium   Frigate   96   1   96   96   96
AIGuardianFlakIII   Heavy   Destroyer   512   1   512   288   288
None   None   None   0   0   0   null   null
None   None   None   0   0   0   null   null
Battlegroup actual budget spent: 2240 on 46 ships (for reference that is 640.71 strength).


5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 2250 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
FighterII   Light   Cutter   16   4   64   8   32
MissileShip   Light   Cutter   16   4   64   4   16
Bomber   Medium   Cutter   24   4   96   4   16
FighterIII   Medium   Cutter   24   2   48   12   24
MissileShipII   Medium   Cutter   24   2   48   8   16
SpireGravityDrain   Heavy   Cutter   32   2   64   8   16
BomberII   Heavy   Cutter   32   2   64   8   16
FighterIV   Heavy   Cutter   32   2   64   16   32
Cruiser   Heavy   Cutter   32   2   64   12   24
CruiserIV   Light   Corvette   64   1   64   16   16
BomberIII   Light   Corvette   64   3   192   12   36
SpireGravityDrainII   Light   Corvette   64   1   64   16   16
CoreFighter   Light   Corvette   64   1   64   20   20
ZenithBombardmentII   Medium   Corvette   96   1   96   48   48
SpireGravityDrainIII   Medium   Corvette   96   2   192   24   48
BomberIV   Medium   Corvette   96   1   96   16   16
ZenithSiegeEngineII   Medium   Frigate   96   1   96   24   24
ZenithElectricBomberII   Medium   Frigate   96   1   96   20.21   20.21
SentinelFrigateII   Medium   Frigate   96   1   96   20.21   20.21
AIGuardianTractorIII   Heavy   Destroyer   512   1   512   288   288
Battlegroup actual budget spent: 2240 on 46 ships (for reference that is 588.42 strength).


5/19/2013 4:17:05 AM (6.030)
-----------------------------------
Populating EventAttackArmada, 4500 total points; Game Time: 0:19:31

5/19/2013 4:17:05 AM (6.030)
-----------------------------------
BattleGroup of 4500 Points
FGType   SubTier   Tier   CostEach   Count   TotalCost   ReferenceOnly_StrengthEach   ReferenceOnly_TotalStrength
Fighter   Heavy   Drone   12   8   96   4   32
MissileShip   Light   Cutter   16   3   48   4   12
FighterII   Light   Cutter   16   5   80   8   40
FighterIII   Medium   Cutter   24   2   48   12   24
MissileShipII   Medium   Cutter   24   2   48   8   16
Bomber   Medium   Cutter   24   4   96   4   16
FighterIV   Heavy   Cutter   32   4   128   16   64
SpireGravityDrain   Heavy   Cutter   32   3   96   8   24
BomberII   Heavy   Cutter   32   1   32   8   8
ZenithBombardment   Light   Corvette   64   2   128   24   48
Sniper   Light   Corvette   64   1   64   19.2   19.2
CruiserIV   Light   Corvette   64   1   64   16   16
CoreFighter   Light   Corvette   64   2   128   20   40
SpireGravityDrainIII   Medium   Corvette   96   1   96   24   24
SniperII   Medium   Corvette   96   1   96   38.4   38.4
ZenithBombardmentII   Medium   Corvette   96   1   96   48   48
CoreBattleCruiser   Medium   Corvette   96   2   192   20   40
MunitionsBooster   Heavy   Corvette   128   1   128   10.11   10.11
MunitionsBoosterIII   Medium   Frigate   96   2   192   30.32   60.63
ZenithElectricBomberII   Medium   Frigate   96   1   96   20.21   20.21
CoreSniper   Medium   Frigate   96   1   96   96   96
MunitionsBoosterIV   Heavy   Frigate   128   1   128   40.42   40.42
ZenithElectricBomberIII   Heavy   Frigate   128   1   128   30.32   30.32
SentinelFrigateIII   Heavy   Frigate   128   1   128   30.32   30.32
BomberStarshipV   Heavy   Cruiser   2048   1   2048   480   480
Battlegroup actual budget spent: 4480 on 52 ships (for reference that is 1019.28 strength).

When I kill a guard post of Command Station I get Exo-waves of about ~30 units, or (according to the report) ~100 strength.

When I kill a CSG I get a 1,000 strength wave consisting of over 300 units, including MKV Bomber Starships or even powerful Spirecraft ships. Btw my AIP was 30 when this happened.

Something seems wrong here.

For reference, Vengeful Exotic was disabled for this game. Vengeful was the only one enabled.

6
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 08:46:18 PM »
My "advanced logging" feature is enabled. Now how do I see what's going on inside the game?


7
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 08:23:31 PM »
I don't mind that the "Vengeful" AI Type basically sends a normal sized Exo-Wave everytime you kill a Core Shield Generator, but you might want to include that in the description, which as of now only includes: Warp Gates, Guard Posts, Data Centers, and Command Stations.

In addition, the "reaction" logic seems a little wonky. For example, in my last game I killed a Command Station and it sent nothing, but I killed a CSG-E, and it sent a massive force.

Is this intended (not sure if I should Mantis it or not, I don't really understand its intended behavior)?

8
As I posted in the other thread: http://www.arcengames.com/forums/index.php/topic,12952.msg147543.html#msg147543

Apparently I missed this entire discussion until it was too late. Just adding my ideas for posterity anyway.

http://www.arcengames.com/mantisbt/view.php?id=11555

9
The Spire:
1. Spire Carrier - As the name suggests, the Spire Carrier can house a small number of allied ships, healing them quickly, and sending them back out into battle.  The Carrier is expensive and has a low ship cap.  It can only hold a small number of ships (25) and automatically ejects them when they are fully healed (like the Neinzul Regeneration Chamber Structure).  It only has moderate health and is a big investment, so you have to defend it properly.  In addition to its healing properties, it fires powerful long-range missiles that are good against enemy Starships and Guardians.  It is ideal for long-range raids into enemy territory, to keep your fleet healthy and your army moving.

2. Spire Merciless - The Spire Merciless is an a very unique ship type.  Very expensive, fragile, and with a low ship cap, it produces an extremely powerful, never-ending beam weapon that slices through most enemy ships with ease.  However, in order to maintain its devastating beam weapon, it has to constantly eat friendly ships to power itself.  It can't eat allied starships and friendly ships that are immune to being devoured for obvious reasons.  The Merciless takes constant attrition damage when not in low-power mode, and can not be repaired.  When firing its powerful weapon, it hurts itself as well.  In order to heal itself, it must consume a healthy diet of nearby allied ships.  The amount healed is based on an allied ship's cost, not its total health, so you can't just feed it cheap but durable ships; keeping its beam going is an investment (as well as the ship itself).

3. Spire Scrambler - This bonus ship type is probably the most radical of all the ideas I'll be presenting; it's a huge departure from classical mechanics.  Only 1 can be built per Mark, these ships are designed to be "off" until its time to use them.  Unbelievably expensive, extremely slow moving, and fragile - it costs 100,000 energy just to activate.  When activated, these ships emit a powerful scrambling signal in a moderate range that causes AI ships in its radius to enter into a "bezerker" state.  The ships affected by this scrambled state begin attacking targets at random, including ships on their own team, but will attack your ships randomly as well.  Some AI units are immune to the "scrambler" effect.  AI Units will go out of their way to attack the Spire Scrambler if possible.  If a Spire Scrambler is killed or scrapped, it raises the AI Progress by 5.  Higher Mark levels of the ship increase its health and the range of the scrambling effect.

The Neinzul:
4. Neinzul Contagion - The Contagion is similar to a standard Neinzul fleet ship in most ways, except that it is significantly more expensive, and has half of the normal attrition time (so 2 minutes instead of 4).  The Contagion attacks by colliding itself into an enemy ship, which kills itself, but also inflicts a certain amount of (rising by Mark) "Virus Damage".  Virus damage does no actual harm to the target's health-bar, it instead marks the target for conversion.  Once the "Virus Damage" a ship has taken becomes equal to its current health, the virus activates, and the enemy ship is temporarily converted to your side (5 minutes).  The aspect that makes this conversion technique unique, is that it works on Starships and Guardians.  Converted ships can not be repaired, and return to the AI's control after 5 minutes.

Use:  The Contagion is a powerful Anti-Starship and Guardian unit.  Though it is expensive for a Neinzul ship, is much more fragile than normal, and has an even faster attrition time, if microed correctly it can be used to commandeer powerful enemy weaponry.  Unlike most Neinzul ship types, you can't simply mass produce/FRD these into an enemy system, as they will be killed extremely quickly.  They must be sufficiently micromanaged during their short lives to hit specific targets, and reach the specific amount of "Virus Damage" they need to inflict in order to temporarily capture the enemy ship.  The conversion effect also works on smaller fleet ships, but in general, it's not worth the investment to do so.  The "converted ships" are fully under your control for the duration of the ability.  The conversion does not work like a normal Parasite - it doesn't happen after an enemy dies, it's not permanent, and you can't repair a ship that's been converted.

5. Neinzul Broodmother - The Broodmother is similar to the Spire Maw in that it's expensive, has a low ship cap, and eats enemy ships.  However, it "eats" new ships at a much slower rate than the Maw, but digests them much faster.  When the Broodmother has fully digested an enemy ship, it releases a swarm of powerful Neinzul Broods that automatically go out and attack the nearest enemy targets (they aren't under your control).  It releases a new swarm of Broods for every ship digested.  The Broodmother's meal of enemy fleet ships also slowly heals her as well, and counters her natural attrition damage.

6. Neinzul Titan -
The Titan is an unusual Neinzul ship in that it has double the normal attrition time (8 minutes instead of 4), is somewhat durable, and moves quite slowly (instead of the incredible speed we're used to).  It has a small range and takes a long time to reach its target, but if these little critters can get in range they do massive damage with every shot and are effective against most ship types.

The Zenith:

7. Zenith Vindicator - The Vindicator is a short-ranged fighter/bomber that starts out doing very minimal damage, but is temporarily empowered with the death of each allied unit in a system.  The more allied ships that die, the more powerful the Vindicator(s) become.  If there have been a massive amount of casualties on your side, the Vindictator begins to do crazy damage.  There is a cap to how much damage it can actually do.  Scrapped ships do not count towards the Vindicator's power level (which is over 9000, obviously). 

8. Zenith Retaliator - A durable ship type with a relatively low ship cap (say 9), the Retaliator does no damage on its own.  However, when it has taken half of its maximum health in enemy damage, this Zenith ship retaliates with an extremely powerful multi-beam attack (think Warbird Starship or Heavy Beam Cannon) that is powerful against most ship types.  This feature makes it an ideal tank and frontliner unit, but you must have healers around to reach maximum effectiveness with it.  It is expensive and relatively slow (44 speed).

9. Zenith Vanguard - Similar to the Munitions Booster and Armor Booster, the Zenith Vanguard simply increases the ranged of affected allied ships in its radius.  A powerful frigate on its own, it increases nearby allied ships' range by a significant amount as well.  The range increase is 20/30/40/50% for MK Levels 1 through 4, respectively (Core gives 60% range increase).

10. Zenith Hero - The Hero does very little damage on its own (seeing a pattern here?), however, as more enemy ships enter the area, its damage increases.  When surrounded by a huge number of enemy ships, the Hero does massive damage with each attack.  There is no cap to how much damage it can do.  This makes it ideal for defending wormholes or against enemy waves.  It has a short-ranged multiple shell attack.

Somehow I missed this thread until it was too late. Oh well, I'm adding these just in case anybody is interested.

Here is the Mantis Report: http://www.arcengames.com/mantisbt/view.php?id=11555

10
Off Topic / Re: Wargame: Airland Battle
« on: May 12, 2013, 07:47:43 PM »
I mean you do enjoy the action, you just don't do it from a zoomed-in perspective.

Watching videos online doesn't give you the full effect because you don't even know what units you're using. We're talking about a game here which has a unit selection of nearly a thousand tanks, infantry, helicopters, aircraft, and more, from 12 different nations. Building your own deck allows you to connect with the types of units you've grown up admiring your whole life.

As I said before, in an hour or so I'm going to post a new thread about another game which is similar (in terms of representing modern combat), but which is much more zoomed-in so you can "enjoy" the battlefield experience a lot more. The consequence being, of course, that you lose the large-scale battlefield perspective.

11
Off Topic / Re: Wargame: Airland Battle
« on: May 12, 2013, 07:38:07 PM »
Well yes, with a game like this, why shouldn't you be able to enjoy the action? That's disappointing.
Explain how that would work?

You're managing an entire battlefield simultaneously (which is probably several miles wide in each direction). You're sometimes fighting in 3 or 4 locations at once.

Explain how the developers are going to let you pause time just to zoom in and appreciate the gory details? No large-scale RTS I've ever heard of allows you do this.

As I said, you can enjoy the action, you just have to do it in a replay.

12
Off Topic / Re: Wargame: Airland Battle
« on: May 12, 2013, 07:07:07 PM »
The nature of pretty much all grandiose, large-scale RTS games is that you have to stay zoomed out too far to really enjoy the details of the action.

However, I wouldn't say that the game forces you to stay far enough out that you can't tell what's going on.

I think where the real enjoyment of the impressive graphics and feel of the game comes is in the ability to save a replay, then rewatch your epic matches from a ground-level combat view. It really is awesome up close.

If being right in the "heat" of the battle (zoomed in) is your thing for a modern RTS, then I have another one I'm going to make a new topic about pretty soon that I think people will also enjoy.

13
AI War / Re: Does Energy still matter?
« on: May 12, 2013, 05:10:47 PM »
Definitely still matters.

14
Game Development / Re: How did you do it? (The community that is)
« on: May 11, 2013, 04:18:13 AM »
Ignore everything that's been said here.

It's basically subliminal messaging from the game itself. Cooperate with your fellow man, or die to your emotionless, intellectually superior creation.

We've all been crushed so many times by the AI that we're humbled :D

That actually gives me an idea of how to achieve world peace...be right back.

15
AI War / Re: Guardian numbers
« on: May 09, 2013, 10:49:13 PM »
Please don't change it <3

I want Guardians to matter :P

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