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Messages - Vyndicu

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1
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 20, 2013, 05:57:11 PM »
Is it even intend that homeworld AI HAVE an ARS? You can see it in the info card as the first item listed.

http://steamcommunity.com/sharedfiles/filedetails/?id=146619111

Is it also intend that TWO ARS exist in a single solar system? How do hack for that even work? heh.

2
AI War / Re: Dark Spire question
« on: May 15, 2013, 07:35:05 PM »
I just did a small test game. I don't see any dark spire spawning.

So maybe it is working as intend after all. Perhaps it was champion drone bay that trigger the first waves and dark spire kill more in a feedback loop. Maybe there are other stuff at fault as well.


3
AI War / Re: Dark Spire question
« on: May 15, 2013, 06:50:33 PM »
Stuff killed by the devourer is not supposed to give the Dark Spire points, not sure what's going on there. 

I had some games where I manage to avoid all contact with dark spire and there was a strong correlation between devourer golem passing through plus dark spire destruction. I will try to get a test game, later tonight, to ascertain if there was any relationship between devourer golem and dark spire.

4
I need to confirm this in the latest version (in about seven hours), but I believe the ARS preview tab also still shows MK2 stats.

Oh yeah there is still that as well. The funny thing about mk1/mk2 is it didn't impact me much at all. I am sitting on 28,000 knowledge and I still looking at about 7 more solar systems to take over. So it was moot if I gain or lose 2000 knowledge depending on your perspective.

5
Well the tooltip still state you get the second mark and I thought that was for "capturing" but no hacking.

6
I am still encountering the bug where if you hack an ARS then click on the electric bomber then it would only unlock mark 1 instead of usual mark 2 a expected.

The ARS in question is at Matyaeo very close to where my "second hive golem" under construction is at.

7
Sound interesting which module are you talking about for Riot mark 3?

8
AI War / Re: Taunt/trigger thread for new expansion
« on: May 10, 2013, 10:06:30 AM »
All your command stations are belong to us!

9
I had one game where the AI unlocked Railcluster and somehow spawn so many of them that their's gun was not what bogged me down. Their "lack of cap" usage by the AI made it slow going to just clear out the guard posts. Image a X map with 50 railcluster as threatfleet.

Got logs for that?

We could use that to that to tell if there was a legitimate bug letting the AI get too many, or if the AI just decided to "specialize" in its new "toy" at the proper expense of its other stuff.

It was a fairly high AIP (about 600 I think) game and it was annoying because sometime I have to spent extra 20 mins just clearing those railclusters with my champion even for a solar system with just 2 to 4 guard posts each all mark 2 plus CPA + exo-waves. I think the AI was specializing into those due heavy spamming of close-combat hull on my side. I don't remember which one I was using.

10
Those would not be bonus ship types or for this expansion (and thus not for this thread), but feel free to make suggestions :)  Variants of the champ/mod-fort modules would be pretty easy to port over to spire capital-ship/city usage.  It'd still take time, but if there was enough interest I could do it.

Well I would certainly like to see that, I was also thinking of something completely new yet not completely new at the same time. We have Spire Attritioners, why does the Spire fleet not have something like that you can mount in a heavy slot in place of a shield that does the same thing.

You could said the same thing about penetrator/jumpship/ion blaster/matyr/siege tower. I am pretty sure the AI will NOT be amused if it had to deal with those more often.

I didn't mention a few because they already have a "bonus ship" that fill the role.

11
I had one game where the AI unlocked Railcluster and somehow spawn so many of them that their's gun was not what bogged me down. Their "lack of cap" usage by the AI made it slow going to just clear out the guard posts. Image a X map with 50 railcluster as threatfleet.

The few time I have seen AI with TDL was easy to deal with. However AI having an OMD + 200 TDL in a single system hypothetically would be a gross can of worm to deal with. Lucky I have yet to see something bad as that. Actually scratch that I have seen few that came close.

Stealth fleet bonus ship can be very annoying because sometime they will end up in random position all over the map and you would have to manually direct your scout starship everywhere to just find one of them. Or in some rare case 5000 can sneak in during a threatfleet attack and turn idle. You don't want to wake them all at once which make clearing bit harder currently.

Nearly all of the long range such as zenith bombard, blade spawner, sniper, and sentinel frigate can be annoying. I usually go in treating them as a challenge instead of backing down.

So maybe the better question is is what can we use to fight low cap bonus ships or long range bonus ships? I am assuming no superweapon here.

12
AI War / Re: Those botnet golems
« on: May 08, 2013, 01:21:02 AM »
Yes I agree that botnet golems need a change.

I think the big issue is how do we move botnet golem down to useful state but not outright over-powered.

I feel that almost everything else that can do reclaim damage or turn AI ships into zombie have far greater survival or utility. Some good examples are zenith reprocessor (utility giving resource upon killing), youngling nanoswarm (cheap one-shot spamalot), parasite (you have more of them as opposite just one), and spire teleporting leech(teleport enough said) for bonus fleet ships.

Leech Starship is well easier to replace for ONE thing. Merc Parasite for when you have too much metal/crystal stockpiling.

I am not sure which direction I would like botnet golem to take. More tanky? Longer range? Remove self-attrition? Move botnet golem's exo-wave back with the other golems and change golems' exo-wave to have less immune to reclaim damage stuff? Or even re-work how botnet spawn zombies?

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For whoever is wondering what sort of evil idea I had.

http://www.arcengames.com/mantisbt/view.php?id=11080

14
This is the time to start pouring your ideas into mantis, by the way -- we always take a lot of feedback from the community on expansions, but there's a lot of "fill in the blank" areas in the design of this expansion.  Not in a bad way -- we're perfectly capable of filling in those blanks ourselves.  But... well, you players just keep coming up with the coolest ideas!  Hundreds of heads are definitely better than two.  So we've intentionally left some slots for things like "we know we want X number of AI guardians, but exactly which designs we go with are still up in the air."

Now's your chance to submit new ideas on mantis and/or upvote existing ideas on there that you like. :)

Excellent I think I got a very evil "red" AI type idea.  8)

15
Fast question are you supposed to be able to preview a solar system with full fog of war on and tell if they have blackhole machines or not? No scout or anything have previously visit it.

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