Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mayjori

Pages: [1] 2 3 ... 5
1
AI War / AI Eyes
« on: February 13, 2013, 03:28:48 PM »
So AI eyes are nifty, but i find that they show up WAY to often, is there a way to reduce how many show up? I find them more irritatingly tedious than anything else, extremely irritating when i have to deal with them almost every other planet.  -.-

2
AI War / Re: Should shields leave remains?
« on: September 21, 2011, 11:22:32 AM »
i would be happy for now if shields would leave remains, the way it is now feels to micromanagy

3
AI War / Re: Should shields leave remains?
« on: September 19, 2011, 07:09:52 PM »
its a great idea.... as a trade off, make them immobile.

4
AI War / Re: AI War Beta 5.016, "Hardened Forcefields," Released!
« on: September 07, 2011, 05:26:31 AM »
Well, one question now is whether there's still a need for the 25%-damage-output-when-under-an-ff rule.  It's now much harder to indefinitely sustain the fortified position.  On the other hand, it does definitely majorly increase the survivability of offensive turrets and you'd basically never want to _not_ put them under an ff if there's no such reduction.

Another thing would be to increase the range of the fighter and whatnot, but then it would just be a micro question of whether you actually kept them out from under the field, etc.

Id go for removing the 25%, especially with the FF nurfs and since from the sounds of it you will be nurfing the hardened shields anyways. In reality the penalty seems to be more of an annoyance than anything, if you are too concerned about the turrets living to long, then keep the damage penalty for the turrets, but everything else can shoot full strength.



Edit: bah responded with same idea as mindloss before i had read as far as his post, only I like the idea, dosnt feel hacky to me ;)

5
AI War / Re: AI War Beta 5.016, "Hardened Forcefields," Released!
« on: September 06, 2011, 06:29:55 PM »
lol, read the patch notes much?

6
AI War / Re: AI War Beta 5.016, "Hardened Forcefields," Released!
« on: September 06, 2011, 04:56:19 PM »
so if the enemy is under my forcefield, will ships and turrets shooting at them from outside the FF have their damage penalized like if you were under the shield and shooting??

7
AI War / Re: AI War Beta 5.016, "Hardened Forcefields," Released!
« on: September 06, 2011, 03:42:29 PM »
YAY! except im playing dead island at the moment :P

8
on that note,i was in the lobby with someone and they somehow made all the planets show that number, how? not that its all that useful, lol.

9
After Action Reports / Re: I think the AI is mad at me ...
« on: September 05, 2011, 02:35:02 PM »
Yes, the way he did -- through the alternate victory condition.  His firepower was actually substantially greater than that, just not what he could control manually.  I won't say more for risk of spoilers. ;)

I see. I still haven't played with the spire-I really need to get around to buying that expansion, it looks great.

oh man, i couldnt play WITHOUT the spire storyline, makes the game so much more interesting.

@ OP thats about the same settings as my game, only im up against 2 vanilla 9's, im cringing right now just thinking about hitting that point, lol.

10
AI War Technical Support / Re: Performance issues
« on: September 04, 2011, 02:01:03 PM »
I ran 4gb for years, but with Photoshop, Unity, possibly multiple instances of games being debugged, multiple instances of visual studio, firefox, word, excel, some custom other programs, and various 3D rendering tools... yeah, I was always pushing over that.  I'm loving having 8gb, myself.  I still remember my first computer: it had 4mb of RAM, and it was wicked fast! ;)

486 or 386? Im willing to bet you went for a DX and not an SX as well? lol

4 mb of RAM, amazeing how computers have advanced since the 80's!

11
AI War / Re: Try out my pickup-game site?
« on: September 04, 2011, 06:02:05 AM »
i like it :), there a way to make it send an instant message of some sort, i dont check my email that often?

12
AI War / Re: AI War Beta 5.015, "Martyred Forcefields," Released!
« on: September 02, 2011, 09:13:15 PM »
i fully agree with the higher knowledge cost, partially agree with the higher ship count, but i would make it VERY slight.

13
AI War / Re: AI War Beta 5.015, "Martyred Forcefields," Released!
« on: September 02, 2011, 07:25:40 PM »
No, that's not really what I meant; I imagine they'll be in on Monday or Tuesday, depending on how Keith's schedule goes.  I just meant that this would be what counts as the "free DLC" in this batch of months -- hardened forcefields are a cool addition, and we always try to add something cool.

monday or tuesday? that quick?! Wow, lol.

14
AI War / Re: AI War Beta 5.015, "Martyred Forcefields," Released!
« on: September 02, 2011, 07:20:15 PM »
Yeah, probably the wormhole thing is still out.  At some point I still want to do FF starships, but right now riots sort of do that.

Anyway, yeah, I prefer the hardened FF line idea, Keith -- that plus the other general changes you mentioned to FFs should be a great thing to have as our next batch of free DLC (aka, the next beta).

bah im all excited about those changes now and its going to be a while till they're in, lol.

15
AI War / Re: AI War Beta 5.015, "Martyred Forcefields," Released!
« on: September 02, 2011, 07:12:12 PM »
I like your idea with the hardened generators, maybe you could combine it with x4000 idea and make the top tier or two of FF generators the hardened ones and the lesser the current ones

Pages: [1] 2 3 ... 5