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Messages - Draco18s

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1
AI War / Re: AI War: Monobattle
« on: December 15, 2012, 02:15:38 PM »
I did my run with teleporting battle stations.  I actually lost because a raid starship flew past my defenses and started hitting my home command station.  I quick-built some sniper turrets, which killed it....at the same time it killed my home station.

All in all I lost about 15 teleporting stations (I run low cap / epic).  The only things even moderately dangerous were plasma siege starships, maws (lost 0 units to the maw, but if it hadn't decided to fly around friendly space where I could build turrets, I'd have lost all 15), and spire blade spawners (due to range and raw damage; once targetted they fell over like paper in a light breeze).

2
AI War / Re: AI War: Monobattle
« on: December 15, 2012, 01:02:00 AM »
Has 1/1 gone from 'lolsandbox' to 'Absurd Challenge Mode' now?


3
Short answer: no, the number of resources and the efficiency of the extractors is constant.

Long answer: yes, because you take fewer planets and exploit a smaller fraction of those resources, due to the exponential response due to AIP.

4
AI War / Re: Barrier to (multiplayer) entry?
« on: December 08, 2012, 12:27:10 PM »
And now you know why my machine is the DMZ Host on my network. :)
(Port forwarding, who needs port forwarding?  ALL non-forwarded ports go to my machine...)

Technically it's a security risk, but seriously, what hacker is going to try and get into a private network with home computers behind it.  It's way easier to just email a virus.

5
AI War / Re: Thank you!
« on: December 06, 2012, 07:11:48 PM »
Small secret: to a critter as large as a dragon, gold is practically a tempurpedic foam.

6
AI War / Re: Thank you!
« on: December 05, 2012, 11:12:50 PM »
I dunno. Mine is filled with silver coins atm; couldnt find a vendor with enough gold ones to fill one my size.

Reminds me of some tidbit on D&D dragons and how many coins it would take to make a bed for them to lay on.

Turned out to be somewhere along the lines of "their loot value, as copper pieces."  And that was still only a modest three inches of depth.

7
AI War / Re: About the new Astro Train AI Plot
« on: December 04, 2012, 06:33:02 PM »
Yea, it's not a huge spoiler.  It's not like it spawns a bunch of clowns in a clown car to come steal your microcline :)

*Snorts with laughter*
I'm not even sure that qualifies as a spoiler any more XD

8
AI War / Re: Keith Appreciation Thread
« on: December 03, 2012, 10:42:01 PM »
This.  Really, I would have a hard time naming any other Devs

The third one in my list is Toady One. ;)

9
AI War / Re: Keith Appreciation Thread
« on: December 03, 2012, 05:26:20 PM »
You two (Keith, Chris) are two of my three most favorite game devs.

You might not always make games I like, or change the ones I do in ways that I enjoy, but you're ever-present, reading every conversation and supplying your own input, while also maintaining civility.

Unlike a half-dozen or more other devs I could name.

10
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 29, 2012, 12:46:21 PM »
Send a cap of bombers against a guard post with shield, and if said post doesn't have more then 30 or so defenders, the bombers will toast the shield enough to knock out <target, in this case OMD>.

Even if there ARE more than 30 defenders, you'll still do more damage to that shield than it will regen before you can refleet the lost units and re-attack.

11
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 29, 2012, 08:53:49 AM »
I dont really understand the issue here.
What you also don't understand is that there are no fleet ships that could replace Raid Starships.

For what purpose, exactly?

If you want to get under those glass jars there's a bunch of bonus units that can.

Also, an eye does NOT severely limit how many units you can use.  You can still throw a cap of bombers at the problem several times.

12
AI War / Re: Champion xp/level curve: Needs flattening?
« on: November 27, 2012, 12:08:33 AM »
+1 to respec.

Normally I hate respec systems. However, I only really hate respec systems when you have all of your knowledge from the get-go, and any bad choices you make are actually made when you're fully well informed that it's a bad choice

Agreed on both points.

The one respec system that I came to loath was the one used in Sonny 2.  Respec'ing was free, do it any time, feel free to experiment.  Fine, well, I want MY zombie to be this way.  Those other abilities are nice, but I don't want to use them.

Sorry, can't beat this enemy.  Never will.  I, the developer, expect you to fight this enemy, figure out what it's weakness is and then lose, respec, and fight again.  Rinse and repeat.

Barely into the game, I swear to god, the second enemy in the post-"tutorial" zone was neigh immune to all damage types except poison.  Except that I didn't want to play a poison-zombie.  I wanted to play the good guy and go full out heal-spec (and that's even ignoring the fact that the poison abilities sucked*).

*Do half damage forever.  Your remaining damage is applied over the next four turns.  Oh, and battles last about eight.  Why didn't I just go pure damage, again?  Oh, right, immune to basic melee...

13
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 26, 2012, 01:53:34 PM »
It does when the RNG loves you like it loves me.

The Random Number God is a fickle diety.

14
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 26, 2012, 01:12:44 PM »
Spire Gravity Drains.

Because it totally gets those every game.

15
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 26, 2012, 12:43:58 PM »
For the turret hull and the vs ultra-light penalty, I am ambivalent on.

I'm pro-turret hull and anti-ultra-light penalty.

Why?

Because what other tools does the AI get to slow down a raid starship?  Mm?

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