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Messages - amethyst

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AI War / Re: Scorched Earth and Fabricators
« on: March 25, 2013, 06:51:44 PM »
Seems like something to bring up for an enhancement request on mantis.

Done.

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AI War / Re: Scorched Earth and Fabricators
« on: March 25, 2013, 01:51:32 PM »
Data Centers are definitely split between the two; similarly, each of the AIs gets one Advanced Factory, Advanced Starship Constructor and Spire Archive. The fabricators, however, have all been owned by AI 1 - in this game as well as the last two, which didn't involve the Scorched Earth AI. I haven't checked to confirm, but my gut feeling is that a bunch of other special structures work the same way, including Zenith Power Generators and (less important, because you don't need to hold them) Distribution Nodes and Zenith Reserves.

As for red AIs, you may be right - I haven't encountered those yet, so I may be underestimating them. :) I am leaving the hardest for last, on my quest to beat each AI type at 7+ once.

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AI War / Scorched Earth and Fabricators
« on: March 25, 2013, 09:04:00 AM »
Since I've had the pleasure (ahem) of getting a Scorched Earth AI type as my AI 1, I've noticed something that had escaped me before: all fabricators I encounter are on planets owned by AI 1. The fabs work without supply themselves, but keeping them defended in a system without turrets or force fields proves difficult; essentially, getting a Scorched Earth AI in slot 1 not only renders half the planets useless, but also deprives you of any reasonable shot at keeping fabricators.

Is this intentional, or could a future version perhaps split initial fabricator ownership roughly 50-50 between AI 1 and AI 2? Trying a game without fabricators is interesting for sure, but on top of the difficulties that Scorched Earth adds, it's a bit much for me. :)

Alternatively, perhaps Scorched Earth could at least be bumped up into being a "red" AI type, as it strikes me as significantly more difficult than most other non-red AI types I've encountered so far.

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AI War / Re: Keith Appreciation Thread
« on: December 03, 2012, 06:16:29 PM »
Just chiming in here; I'm a relative late-comer to AI War, but the amount of tweaking, improving and outright reinvention of game mechanics I've seen over the course of the post-5.0 beta is awesome. Thank you!

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AI War Strategy Discussion / Re: Exos have become insane
« on: August 04, 2012, 04:48:18 PM »
At 7/7 with Spirecraft (Hard), I must say I found the exos not overpowering at all... if anything, they felt a little weak. So at the default balance point, they're fine. As others have pointed out, 10/10 is supposed to be unfair, perhaps unwinnable.

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AI War / Re: Setup Scripts
« on: July 26, 2012, 10:28:43 AM »
Thanks for those lists, Keith. When you have the time, could you post a couple more enums, please? This is what might still be needed for a complete documentation so far:

- Campaign types (specifically: the string constants for the various defender mode durations)
- Unit cap scale types (mostly whether it's "Ultra_Low" or "UltraLow")
- Fog of War types
- The accepted parameters for the various SetAccessbility_* functions
- Data types available for DeclareVariable()

I ask mostly because the example scripts don't cover these and having a full reference could be handy. :) Thanks for your time!

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AI War / Re: Setup Scripts
« on: July 26, 2012, 09:19:42 AM »
Would anyone mind if I tried writing up a few notes about the setup scripts for the wiki? I'm planning to dig into them a bit more soon, so I might as well share what I understand of it. I'd also include the info from this thread, of course.

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AI War / Re: AI War Beta 5.047 Archived Memory
« on: July 24, 2012, 05:04:42 PM »
Same here, had a crash with the new version while all previous versions for the past few months worked fine. Mantis report is #9044.

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AI War Strategy Discussion / Re: Warp Jammer Command Station Useless?
« on: July 14, 2012, 11:45:14 AM »
As far as I understand, they should also stop raid engines in adjacent planets from sending waves to the jammed planet. I have not tried this yet, as I usually take out raid engines before taking any planets next to them.

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AI War / Re: Ye Ol' Armor Debate
« on: July 12, 2012, 10:59:37 AM »
Just chiming in to say that I personally find it important to keep armoured things more resistant to many small attacks than a few big shots, and that adding different size classes might indeed be a way of helping with that; one that is transparent to the player to boot, and could be used to reflect those targetting restrictions that are currently a little unclear, as TechSY730 suggested.

I'll leave the actual balancing discussion up to people with far more experience than I have - Steam says I have some 630-odd hours logged, but all of that is in 7/7 or lower, without exos. ;)

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AI War Strategy Discussion / Re: Various things
« on: July 12, 2012, 10:31:46 AM »
Well, camouflage units currently take the appearance of space junk, so you can try looking for debris floating around where it doesn't seem like there should be. (IIRC, the only place you can find "real" debris is near metal and crystal points)

Ooh, good point, I forgot about that. I'll try looking for those at maximum zoom. So far, those eye bots have done nothing but sit there for the last two hours or so of game time, so even if I don't find them, I'll just leave them sitting there and manually rebuild harvesters as needed.

This seems like a unique problem with units having both cloaking and camouflage, though. None of the other camouflaged units of the AI have lingered like that - they usually came out to attack after a short period of time once I moved the fleet away from the planet again.

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AI War / Re: AI War: Ancient Shadows Teaser / Q&A
« on: July 11, 2012, 03:14:51 PM »
This is the first expansion I'll get to watch being developed... now I have to figure out if I want to wait for it to be finished, or play all its iterations from the beginning of public beta... argh! :)

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AI War Strategy Discussion / Re: Various things
« on: July 08, 2012, 01:53:57 PM »
I don't consider them a serious threat, but they do require me to manually rebuild the harvesters on the planet whenever some wandering threat comes in and pops some of them. :) So it's more of a question of convenience at this point.

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AI War Strategy Discussion / Re: Various things
« on: July 07, 2012, 01:21:56 PM »
How do you deal with a combination of camouflaged and cloaked units? I am apparently playing against a Camouflager AI, and one of my systems has six camouflaged Eye Bots hanging out, invisible despite a Mk III military CC. My understanding is that it's intentional that tachyon beams don't penetrate camouflage... however, I am at a loss as to how I should reveal and clear out these buggers if they don't attack by themselves.

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AI War / Re: Ye Ol' Reactor debate
« on: July 06, 2012, 12:58:36 PM »
I personally have never see a case were the AI strikes my reactors above everything else in the system to attack (command station) and I think every reactor I have lost has been because the Command station that is right next door dies to the point where you might as well make them modules on the command station and be done with it. Well in theory a set exists when you lose reactors but nothing else in the system. I think in real play that set is effectively null, but it could just be the way that I play. Then again, I guess you could stick your reactors right next to the worm holes on the other side of the system, but I think you be insane to do so.

In my experience, many FF-immune units seem to like targetting reactors first, particularly Vampire Claws; I've had a couple of brownouts due to that. So while losing reactors without losing the command center is uncommon, it does happen.

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