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Messages - xeren

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1
AI War / Re: Possible graphics issue after a driver update?
« on: March 14, 2010, 06:31:40 PM »
Drag select over any ship to see how many ships are in that 'stack'

2
Construction Templates - http://arcengames.com/forums/index.php/topic,4032.0.html Black

Set a template for whatever group of buildings you'd like to build, place that template wherever you want it built.

Would be super for building up fixed wormhole defenses, and if the templates were done in such a way that they could be shared, we could share the files here on the forum to try out a variety of defensive combinations.

Would remove all of the tedium from building fixed defenses, and let you concentrate on more interesting decisions.

3
AI War / Re: Why all the random numbers?
« on: March 11, 2010, 07:29:59 PM »
What's the attraction of big round numbers?  I like things that are a tad uneven, they seem more real and more thought-through (and often they are, here and elsewhere).  Big round numbers make me nervous. ;)

Humans are drawn to symmetry everywhere, including round numbers :P

I agree, the odd health totals do look strange on the larger ships

4
AI War / Re: Transporting Fleets
« on: March 11, 2010, 03:07:32 PM »
Another possibility would be an AI only turret that they automatically build in response to deep transport raids, and gives a warning similar to the Ion Cannon when it has been built and your transports start getting shot up by it.

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AI War / Re: Poor AI targeting priorities
« on: March 11, 2010, 11:10:40 AM »
Oh I think that's a good general strategy - it's just not good when it consistently sends waves that *can't* damage/destroy the special fast enough to do anything. So instead of destroying resources and delaying our fleet rebuilds at least slightly, it throws away a wave trying to destroy a target that it's ships simply aren't suited to

Now, I've seen it use forcefield ignoring ships to destroy stuff under the orbital command FF, which is funny, annoying, and effective, but I've also seen it get hung up on a planetary special and constantly send the waves that go into that system to attack the special, even though it failed miserably the last 5 times (I'm assuming there's no memory of success/failure, only target priority)

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AI War / Re: Poor AI targeting priorities
« on: March 11, 2010, 10:34:34 AM »
To be clear, the Core Warhead Interceptor isn't the only special I've seen this behavior, it's just the most notable because it has so many HP (and so many of the AIs regular waves would get completely distracted by it)

Unfortunately I don't recall which other items the AI would get hung up on regularly. In general, the AI going after relatively tough specials with non-bomber ships seems like a bad idea, it'd be better served just raiding resources and then planet hopping when there's no easy pickings left.

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AI War / Poor AI targeting priorities
« on: March 11, 2010, 09:15:52 AM »
So in our current game, 3 players vs difficulty 7 Peacemaker and Bully, we probably _should_ be dead at about the 10 hour mark.

We got hit by a 4000 strong cross planet attack of tech 2 ships, and they quickly wiped out my homeworld, and about 1400 ships began to rampage.

But then a strange thing happened - about 400 got stuck in one system, and about 1000 go stuck in another.

We go look, and both are busily trying to destroy Core Warhead Interceptors in each system... which have 150M HP.

We regrouped our shattered fleets, sent them in, and wiped out every ship without taking any casualties, because the AI was obsessed with destroying these (useless) structures.

This isn't the first time we've seen this behavior, during normal raids, they'd often get obsessed with targeting those, but during other games/in other systems, we've also seen the AI prioritize really useless planetary specials, over raiding more useful targets.

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AI War / Re: Transporting Fleets
« on: March 11, 2010, 09:12:48 AM »
Why does the transport lose health by going through a wormhole? That seems really unintuitive

9
AI War / Default settings button?
« on: March 09, 2010, 07:45:51 PM »
I accidentally mouse scrolled the AI progress on the host screen, and now I have no idea what the default is - and there's no default button.

What's the default setting? And can we get a default settings button? :P

10
AI War / Re: Zenith Fleet abuse in multiplayer?
« on: March 07, 2010, 02:24:40 PM »
Ah, that's good at least - prevents you from completely abusing them in single player as well

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AI War / Re: Zenith Fleet abuse in multiplayer?
« on: March 07, 2010, 01:31:26 PM »
We're talking about multi, not single - no defenses isn't a problem, we defended for him. Remember, it was functionally a 3 player game with a fourth player operating a free, extremely overpowered fleet

We've never made progress that quickly in any game before or since, which is why I'm pointing out the abusive potential early in a multiplayer game. You can't get away with it in single player mode, as you lack the ability to build or defend, but in multi, that's not an issue.

Come to think of it, we didn't try powering down the fleet, that would make it even more abusive, as you could disable it, build up, then activate it to stomp another world for free.

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AI War / Zenith Fleet abuse in multiplayer?
« on: March 04, 2010, 03:51:47 AM »
This may have been discussed and/or (ab)used a lot already, but we ran into an interesting event earlier

We decided to show AI War to another friend who'd never played/heard of it, so we started up a 4 player game. He only had the Trial version, so I picked the most 'normal' of the Easy AIs on difficulty 7 (Sledgehammer and Zenith Descendant I think), to avoid playing a match filled with turtles/miners/shielders, and to hopefully have us all die in a hilarious fashion to some mistake he made.

Well, he made a mistake, but not what I was expecting.

He picked up the basics fairly quickly, but during our very first planetary assault, he destroyed a Zenith fleet container. Oops.

He was now -400k or whatever in the red for Energy. Except, he had a giant fleet of Mark IV Zenith ships. And as far as we could tell, while he could no longer build up his empire, he was still perfectly able to rampage with his fleet.

Consequently, we had him simply ravage every world we wanted taken with his massively overpowered fleet, while we built up behind him. No AI world that early in the game could stop the fleet, and at that low of an AI Progress level, the waves sent against us were laughably easy to defeat.

Note that we actually lost this game, but it was mostly due to another newbie mistake he made, I'm pretty sure had that not happened, we would have been knocking on the AI's homeworlds in short order (we had them both scouted, and within a few jumps of our systems, inside about 90 minutes of play!)

You wouldn't be able to get away with this abuse in single player, because you wouldn't be able to build the necessary defenses to protect against AI waves while using the fleet, but in multi, it didn't matter - he killed, we built.

13
AI War / Re: that really made my day
« on: March 02, 2010, 12:03:02 AM »
I really think that if AI War continues to 'clean up its act' and become easier to play and get into and prettier to look at and listen to, it could easily spread.

If Dwarf Fortress can have a strong following, AI War can easily have a larger one - it's about 10x less obtuse than DF already, and gets far more regular updates :P

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AI War / Re: Audio - Tachyon MicroFighter *clicking*
« on: February 22, 2010, 11:15:04 PM »
Yeah, I've noticed this in a few games - a really noticable, annoying clicking noise in the background. I first thought it was a friends cruddy mic picking up his mouse clicks in the background, but then I realized it was always occuring.

I don't know what units were causing it though - I know it wasn't MicroFighters, we didn't have those in any of our games.

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AI War / Re: Engineer Repair Preferences
« on: February 19, 2010, 12:06:56 PM »
I'm inclined to agree, I already find the control nodes to be a pretty cludgy solution, and space tugs are definitely awful, but dealing with engineers + cleanup engineers + rebuild engineers + now engine engineers is getting a bit excessive.

I'm not sure what the elegant solution is, but I know the current implementation feels a bit messy.

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