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Messages - whiskeypriest

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Hey guys, I added the two steam names here (Sunshine, didn't have yours). Confirm me and send me a message, and maybe we can get something going day after tomorrow?

I don't have the steam version of the game, but do have skype, vent, and hamachi

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AI War / Re: Why is every attack wave led by 3 fighters?
« on: March 03, 2011, 12:54:09 AM »
It just seems so pointless to me. It's not a fun tactic for the AI to always lead with 3 fighters to take advantage of a weak spot in the targeting AI, and it's not a fun countertactic to low-power your ships for a few seconds to keep them from being fooled. It's cheese and busy work respectively.

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AI War / Re: Why is every attack wave led by 3 fighters?
« on: March 02, 2011, 10:22:53 PM »
Am I the only one who thinks this is kinda gamey and lame? It's just a flaw in the targeting AI (sorry) that my lightning turrets and bombards open up on 3 fighters just a few seconds before 800 bombers show up. The game design shouldn't be exploiting those kinds of shortcomings.

Plus you can get around this trick by switching everything into low-power for a few seconds, so the tactic kind of punishes you for not microing.

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AI War / Re: Dysonsphere OP ally?
« on: February 24, 2011, 12:04:32 PM »
I wouldnt mind they had an eractic travel option. Maybe something percentage based.

Like if a planet has 4 wormholes it would be a 25% chance to go to any of them, but when it returns to that system, it loses a chance to take the same path again, getting -10% to take that wormhole, which is evenly distributed to the rest of the wormholes. This way there would be a balanced chance of them attacking/patrolling in seemingly "Mysterious" patterns. You'd still have patrolling but occaisonally they would end up attacking an AI system, at least enough that they where not so boring about the way they patrol... xD

I think this is a really good system. The value of having an ally should be limited by the fact that the ally sometimes does things that aren't useful. As it works now, the ally basically just builds turrets in all your systems at no cost and with no cap, which is so useful that there's no real downside. If the gatlings had a mind of their own and occasionally attacked, it would be more balanced and a little more logical.

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AI War Meeting Grounds / Re: I want a game, give me a time.
« on: February 17, 2011, 09:55:40 PM »
I've never used hamachi... what do i need to do exactly?

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AI War Meeting Grounds / Re: I want a game, give me a time.
« on: February 16, 2011, 07:01:59 PM »
Saturday or Sunday, 2 PM EST
Wednesday, 12 PM EST

gogogogo

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AI War Meeting Grounds / New player needs game partners (GMT-5/EST)
« on: January 23, 2011, 08:54:39 PM »
Just finishing up with my first solo game, and I'd love to play my next with a couple others.

My ideal times would be one session sometime Wednesday (afternoon would be ideal, but morning/evening fine too) and then another session sometime over the weekend. I'm a student though, so there's a fair amount of flexibility.

The game I'm finishing was a 6, and I'm hoping to do 7 or maybe 7.x next time around. It would be really cool to play with another newbie and someone a bit more experienced who wouldn't mind showing us the ropes. Best way to reach me is a post/PM here.

Please let me know if I've left out any vital info!

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AI War Technical Support / Re: wtf tut units wont attack
« on: January 07, 2011, 10:08:31 PM »
 ;D

Thanks for the quick fix!

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AI War Technical Support / Re: wtf tut units wont attack
« on: January 06, 2011, 09:40:47 PM »
The autosave should be just before, the one entitled "bomber weirdness" is, well, you can figure it out!

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AI War Technical Support / Re: wtf tut units wont attack
« on: January 06, 2011, 08:42:09 PM »
I was having this problem as well. The new patch fixed it, but there's another issue. When the wave of bombers shows up, the bombers are gray, their owner is listed as ???, and my forces won't fire on them (or vice versa).

Related?

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