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Messages - Nic

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AI War / Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« on: September 08, 2012, 02:12:58 AM »
With some abuse of the handicap system, you can get a very low net income of resources with the help of a Matter Converter. After a little staring at the resource bar slowly ticking up during a fight using only reprocessors, I think I can conclude that Reprocessors don't seem to be reprocessing anything.
Maybe they'll have more oomph when they actually reclaim resources?

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AI War / Re: AI War Beta 5.077 "Cap Tectonics" Released!
« on: September 04, 2012, 06:14:46 PM »
It looks like the apocalyptic cap rework took its first victim -- Microparasite's ship cap seems to be set at 1...

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AI War / Re: Poll: Worst Unit Of The (time interval) Award (IV)
« on: March 26, 2012, 09:09:50 PM »
Oh, right, forgot about the carrier logic.  Have you actually seen an H/K from one of those?  I wasn't aware that 1000 of any ship that can fit in a carrier would add up to that much.

As far as I can tell this only happens when you have multiple carriers filled with mk5 ships popped on a single planet.

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AI War / Re: Poll: Worst Unit Of The (time interval) Award (IV)
« on: March 26, 2012, 06:37:30 PM »
I think for a bit we tried a rule like that if there were enough failures it would just spawn an H/K to take care of business, but iirc that didn't go over so well ;)

That makes me wonder, is there a way outside of the EXO-waves to get an H/K to spawn? Like the AI just decides to send one of them rather then a wave of ships? Or is that the only way to get them?

With the new exo-like carrier logic, you can get H/Ks from sufficient amounts of unit deploying from multiple carriers. I think this only peaks out at mk1 H/Ks though.

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AI War Technical Support / Re: Borderless Windowed Mode
« on: March 23, 2012, 02:33:59 AM »
Looking around, this link seems to yield the most handy third-party solutions.

...But these only works perfectly if it was possible to set the game to an oversize window -- the window seems to have a maximum size of a tad under fullscreen, so this script interacts pretty badly with the game -- the display looks off, and the mouse isn't in sync with where interface components are.
Window Relocator simply moves the game's viewing window to the top left corner, and with the game's maximum window size, you'll end up with some empty space to the bottom and to the right.

I'm not sure if Unity supports either oversize windows or true borderless windows, although some cursory search holds some hope for the latter.

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AI War / Re: How did you find out about AI War?
« on: March 23, 2012, 12:14:00 AM »
I initially found AI War from the RPS article(s) mentioned earlier, didn't think about it for a while, got the demo, procrastinated, tried the demo, bought the game + expansions (around the time Spire was released) in a massive Steam sale, and now here I am.

Tunngle seems interesting, with a far more friendly (albeit still rough) interface compared to Comodo. I personally think the IRC channel is the best place to hang out, but that's more because I already regularly visit IRC channels anyways.
I think I'll hang around in the Tunngle channel for a while, and see how well it works.

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AI War Technical Support / Chat Constantly Loses Focus
« on: March 18, 2012, 03:47:30 AM »
http://www.arcengames.com/mantisbt/view.php?id=3766
Chat entry seems to lose focus every time the set of recent messages shown changes, and so stops receiving input.

This had been a longstanding issue, and is probably the single most actively annoying bug for me, keeping me away from a smooth multiplayer game.

For now I'm wondering if this is a problem happens for other people -- Does chat entry work perfectly for you? Is this problem as annoying for you as it is for me?

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AI War / Re: The new hacking mechanic
« on: March 07, 2012, 10:30:47 PM »
A preview of what happens somewhere around 300 ticks in, done through abuse of cheats:



I don't think even the Spire game-end fleet has a chance against a runaway Superterminal.

...Although in retrospect I'm pretty sure that the threat didn't start that high and actually climbed from 20Kish to 150Kish long after the superterminal was destroyed. The AI kept "redeploying 1000 ships to fill an AI Carrier", each time hiking up the threat count by 1000 -- maybe redeployment acts weird on zombie ships?

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AI War / Re: AI War Beta 5.028, "Hacker Revolution," Released!
« on: March 05, 2012, 09:50:43 PM »
SD Hacker seems to behave a bit weird when there are two (or more?) ARS on the same planet -- Both ARS get hacked simultaneously, both ARS get the same ship selection, and when you pick a ship from one of them, the other ARS doesn't have ship options anymore.

Out of curiousity, how the heck did you get 2 ARS's on a single planet?
Yea, how?  10-planet map?  That probably doesn't work right, no.  Will put that on my list :)

Yeah, doubled-up ARS happen frequently in 10-planet maps.

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AI War / Re: AI War Beta 5.028, "Hacker Revolution," Released!
« on: March 05, 2012, 08:56:47 PM »
SD Hacker seems to behave a bit weird when there are two (or more?) ARS on the same planet -- Both ARS get hacked simultaneously, both ARS get the same ship selection, and when you pick a ship from one of them, the other ARS doesn't have ship options anymore.

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AI War Strategy Discussion / Re: Master List of Ships
« on: February 06, 2012, 07:48:18 PM »
Some ships might need extra notes for when they're under AI control -- some like Eyebots and Tractor Platforms in particular can be extra-nasty under AI control.

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AI War / Re: 5.021 criticisms
« on: January 27, 2012, 04:37:44 PM »
I'm not familiar with high-difficulty play, but multiple-waves at 9+ could be interesting since it provides something between regular waves and Schizophrenic waves.

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