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Topics - quickstix

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1
AI War / AI War on Linux Testing
« on: October 02, 2010, 05:31:22 AM »
I've heard good things about Unity on Linux, so I decided to give the latest beta a shot.

The system has a fresh install of Ubuntu 10.04 and is running the latest WINE (1.3.3) straight out of the box.

Specs are:
CPU: Dual Core 2Ghz Intel Celeron
RAM: 2 GB (Some generic brand)
GPU: Onboard nForce 630i / Geforce 7100

Without touching anything at all, AI War installs absolutely perfectly and runs fairly well. The only issues I've seen so far is my mouse wheel not working and maybe some performance issues. I say maybe because my trusty old laptop (1.6 dual core, 1gb ram, 7300 go) struggles a little with the beta as well.

Here's some proof of my little endeavor in the form of some screenies. All in all, being able to both install and run AI War on Ubuntu and WINE straight out of the box is very exciting.










2
After Action Reports / So, spider clumps
« on: August 29, 2010, 08:58:43 AM »
I'm amazed that still just over a year since I started played, I'm still being finding new things and being surprised.

Case in point. Recently a change was made that seeded in clumps of spider/sniper turrets. I didn't think much of it myself, just another thing to blow up every so often. Was I wrong.

I sent my 400-500ish fleet onto a fairly low level AI planet. About 100 enemy ships, a special forces post and a captive human settlement I wanted for resources. So I sent my guys in.

This is what happens when you get lazy with your scouting and just looks at the planetary summary.

What I failed to take account of was a clump of 50 spider turrets around the special forces post, which was literally right next to the human settlement. They crippled my fleet in seconds. I didn't actually lose any ships, but the majority of them couldn't move. A careful MK1 lightning warhead later, right on the edge of the human settlement, and they were dead. Cue cheer and fist in the air.

I sent in engineers, ordered my ships back into safer territory and sent in the usual 5 cleanup drones. A few minutes later and I was ready to go again, this time with riot starships. Urk, crippled again. Turns out I'd again forgotten something, this time that cleanup drones decloak when they clean, and were themselves quickly cleaned up by the special forces post. So another Mk1 lightning warhead later and I was out.

Fortunately, I actually planned my third attempt more thoroughly and it went off perfectly in a quickly executed and elegant maneuver. Main ships in first to distract the enemy. The second they draw fire a lightning warhead comes in and kills the spider turrets. This is done as quickly as possible in order to maintain as many engines as possible. Then my frigates line up the special forces post and start hitting it with missles. Bombers are brought in to speed up the process when I remember the HP of special forces outposts has been buffed (good idea that) and I see the rebuilder drones starting to get those spider turrets up and running again.

Eventually, explosions all around and I take the planet. The easy bit done, I'm getting ready to take a Mk 4 planet.

That a year on from when I first loaded up AI War I can still get stumped with something original every game and get excited when I overcome it is absolute testament to the brains behind this masterpiece. When I play a game I don't want to see the same maps or play the same strategies every time; one is only truly tested by their ability to adapt to anything that gets trown at them. Spider/sniper clumps are an example of how one small change can stump anyone. ;D

3
After Action Reports / Tanks for the Memories
« on: June 24, 2010, 02:00:26 AM »
This is the story of how quickstix learned what tanks were capable of.

Today I decided to bump up the difficulty a notch. I would take on two 7.6 AIs both on random easier, with our battlefield being a 60 planet map. All options at normal, ship types are advanced (first time for me) and no minor factions. My bonus ship type would be the Cutlass, something I've never used before.

So, things start off fairly smoothly. Of course the first thing I notice is that I have 4 wormholes on my planet, all evenly spaced from each other. This would be a challenge.

Wormhole defenses go up first and finish just in time for AI ships to slowly start streaming in every so often. Scouts go out next and are sent off on their merry way. Initial reports are not good. It would appear my opponents are a one way doormaster and fortress baron. What does this mean? Well, for the one way doormaster, they employ back hole machines on all their planets, which means once you go in you can't come back. I'm guessing a fortress baron for the other as he's got fortresses on most of his planets.

On the offensive side of things, as usual I've unlocked Mk2 Fighters, Bombers and Frigates in order to take on some of the tougher planets out there. With a group of 50 of each, I send them out to take my first planet. Here's my first mistake; in my rush I fail to notice this planet has 2 Flagships. I manage to kill one, but my fighters are dead by the time I start hitting the second one. The AI is none too happy about my being there either, sending a constant stream of ships to kill me (mostly due to the Special Forces post). I eventually decide to cut my losses and forget about those ships, because the black hole generator means they're not coming back, and I would prefer to capture the black hole generator than kill it.

My second raid includes a mix of 40 frigates, 40 bombers and 110 fighters. This time the flagship falls quickly and the rest of the planet follows suit. However, during this time the AI has decided to launch two waves against me. Frigates followed shortly by tanks. Unfortunately, my main force isn't coming back, so with my somewhat limited resources, I decide tractors and mines are the best option in addition to my pre-existing turrets and 20 or so frigates and bombers.

The frigate wave dies easily and I assume the tanks will as well. Apparently not. As I'm taking out the special forces post on the enemy planet I get the message my command station is under attack. I assume maybe some stray shots hit it, but when I check the station's health, it's down to 70%. Even more annoying is the fact my main forces cannot get back due to the black hole generator.

Responsible for this are the tanks, of which 30 or so get past my defenses and start hammering my command station's force field. I've also forgotten tanks are fairly effective against force fields and within 30 seconds, despite my small forces helping out, my station explodes and the AI asks if anyone was even home.

This is how I learned to be extremely careful of tanks, especially in the early game.

4
AI War / Paint Attack Usage
« on: May 13, 2010, 09:26:37 PM »
So I notice paint attack has made its way into AI War. I've had a brief look at it and it looks pretty interesting.

However, I'm not exactly sure when I'd ever use it. Could I ask if anyone has any specific scenarios paint attack would be better over regular targeting, because I'm hard pressed to think of one.

Cheers.

5
AI War / Short game setup?
« on: April 20, 2010, 09:54:46 AM »
I've got a real itch to play AI War, but I don't have much time at the moment. I was wondering if anyone had any setups for short, skirmish style games on the smaller maps. I know that the smaller maps are there, but I'm not sure if heading into them with default settings will be much of a fun game.

What sparked my interest in this was that I recently got my hands on Sins of a Solar Empire (finally), and I've noticed how easily it scales from a quick 1v1 skirmish, all the way to huge multiplayer intersystem battles. The potential for short games is there in AI War, I'm just not sure how to go about setting it up, given AI War isn't designed to go small with the usual settings.

Actually, now that I think about it, I wonder if in some far off time if it would be possible to limit the smaller maps to only one AI homeworld. Wandering thoughts.  :P

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Off Topic / All in a name
« on: April 08, 2010, 08:16:51 AM »
For some reason this came up today. How is the 'Arcen' in 'Arcen Games' pronounced?

I've always presumed 'ar-ken', but I just want to be sure.

7
Off Topic / Good Shortform RTS
« on: March 31, 2010, 07:07:25 AM »
I was wondering if anyone had some suggestions for good shortform RTS games. Uni is really biting into my time these days, and having to stretch a single game of AI War over a long period of time (ie weeks, as my gaming time is really limited) is proving to be not much fun. So I'm in the market for a good RTS that you can get, say, a skirmish game finished in an hour or less. I really need to stretch my tactical itch, but AI War simply isn't working with my commitments at the moment  :'(

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AI War / Difficulty level vs. Difficult AI types
« on: February 25, 2010, 09:30:52 AM »
Hello again, I have another question to bother you all with.

What is the difference in increasing the difficulty level, as opposed to playing with harder AI types? As a baseline, I play on difficulty 7, but only against random easier AI types. I'm yet to really feel like I'm on the back-foot, the only times I ever get into trouble is when I leave a gap in my defences during CPAs and AI ships get through, or when the AI rushes my planet when I attack theirs. Essentially, the challenge for me is keeping all the gaps sealed up. Even then when things go wrong I'm usually able to recover though.

I enjoy 7 and random easier types as it's a fun, yet still challenging game. However, I find the challenge for me isn't overcoming enemy ships, but the challenges of the map layout and keeping my defences shut tight from AI incursions such as waves, CPAs and rushes from attacks. Stuff like attacking enemy planets is usually a fairly trivial exercise and I never feel like I'm in any real danger from AI ships outmaneuvering me, only sheer ship numbers.

Is it that picking easier AI types is what's keeping the difficulty down? From my experience moving up the difficulty levels, the difference I saw was in things like waves and CPAs because I'm still having no trouble mowing down the AI when I barge onto their planets.

Thanks in advance.


9
AI War Technical Support / Multiplayer specs
« on: February 10, 2010, 07:56:40 AM »
Just a quick question in regards to multiplayer games.

What kind of bandwidth does AI War soak up in multiplayer for hosting and being a client, and how much of an issue is latency? I've only got the most basic of broadband connections (256/56, which in real terms is 25kbs down/~5kps up) and get a ping about 200-250ms to the US and about 300ms to Europe from here in Australia. I play on maps of size 80 and under, but I'd most likely end up being a client with my connection and my laptop's 1.6ghz dual core, which is fine in single player, but I'm not sure about for multi.

Thanks.

10
Off Topic / Game 'burn out'
« on: January 27, 2010, 08:07:06 AM »
After a month and a half of non-stop AI War and right as I was starting an AAR, I've burned out. One morning I woke up and just couldn't play. :( I have to salute those of you who have been at it non-stop since the beginnings of AI War, you guys are truly dedicated. I love AI War to pieces, but the brain says 'no more!' (Plus I need to get through my list of games to finish in the holidays :P)

Anyways, I was wondering if anyone had any thoughts to share on 'burn out'. Like, how long they've played games for, getting over it, the moment you realise you can't play anymore, stuff like that.

As for me, I'm doing the method of 'absence makes the heart grow fonder'. I'm currently nearing the end of an excellent playthrough (my build is perfect!) of System Shock 2, I'm having another crack at Dwarf Fortress and getting ready for some Tatsunoko vs. Capcom on the Wii when I get it next week. There might be some DS in there too, it's all good.

11
After Action Reports / quickstix goes forth
« on: January 17, 2010, 10:34:00 AM »
I figured it was about time I wrote about some of my games, instead of just being my semi-regular self on the forum. My current game is at a bit of a crossroads at the moment, the opening and mid section were pretty easy, where I was able to take 7 planets in a line to cover almost the whole map. However, whilst it was easy going for most of the game, the AI homeworlds and neighboring planets are a different story. Absolutely deadlocked. So whilst I mull out a strategy to break that game, I figured I'd start writing about a new game.

Setup:
Map: 40 Planets - Realistic
Ships: Normal - All options turned on
Combat Style: Normal - Full Fog of War
No minor factions, no modifiers, AI progress 1/30 (I like a long and thoughtful game)

The opponent:
Two Random Easier AIs, both on difficulty 7 (Randomness is fun)

My bonus ship would be the FF Bearer. Yet another ship I haven't tried, and sounds like a lot of fun.

Here is the theatre of war:


Initial scout was not favourable. Most of the planets around me had virtually no resources and nothing of value to take. Getting past one hop though was proving difficult, thanks to the many astro trains that had decided to make my area of the galaxy their home. A little micromanagement later though, and things weren't looking so hot. Most of the outlying planets weren't fantastic either, although I was able to discover two ARS, however those were about four hops away and I wasn't equipped for that kind of trip just yet. I needed to secure more resources and another planet for energy.

Here's my home planet just after a small AI group snuck in whilst I was getting myself setup. The AI has impulse reaction emitters, so I may consider gravity turrets in the near future. This is just before a raid of 97 IRE ships, which was great fun to chase after. Fortunately, damage to infrastructure was minimal, and my fighters mopped them up pretty easily.



On the upside, I did find one planet next to my home planet that looked pretty good, with four of each resource. However in a continuing sign of my good fortune, it had both a planetary shield inhibitor and an AI co-processor. At this early stage, the inhibitor wasn't much of a big deal, and might prove useful later, but in order to get supply, I would have to take out the co-processor at the cost of 20+ AI progress. Not a happy chappy.

Actually, with some more scouting under my belt (although not much, Scout MK2 is on the list) all of the orange AI planets have shield boosters or inhibitors on them. No suprise what type he is then. I'm not sure about the other AI, but it's really nice not to have a Zenith Descendant as an opponent. My last 2 games were pretty much me vs. 2 AI enemies with nothing but Zenith ships (good thing I had acid sprayers in both games :P).

Anyhoo, back to my conquest. Apart from putting FF Bearers in my initial strike group (turns out they don't work when a shield inhibitor is present, who'd have thought? :P) the raid goes fairly well. It's slow going at first, as I'm holding back on more ships until my Mk3 reactor is done and I decide on my research path. 40 maps don't have a huge amount of research. There's enough to fill out offensive strikecraft forces, but not a lot for extras, so you really need to know which extra stuff you're going to need on top of offensive ships so the knowledge doesn't go to waste. I eventually go for Mk2 Fighters, Bombers and Frigates, as scouting doesn't show the need for anyting really fancy. Reinforcements start coming, and the planet soon falls. The enemy's special ships include deflector drones, Zenith Bombarders, Tachyon Microfighters and Impulse Reaction Emitters, which gives me a lot of hope for later skirmishes, unlike going against Zenith Descendants (Electric Bombers and Beam Frigates get annoying without acid sprayers, fast). The only thing that may have been difficult was the special forces outpost under a force field, but Mk2 Bombers and Cruisers make short work of it.

Blowing up the Co-Processor isn't something that hugely impresses me, but the shield inhibitor makes up for it, despite its 8000 energy usage. Resources are flowing in pretty well and are able to support Mk3 reactors on both planets, which means energy isn't a concern, although I am hoping to find a Zenith Reactor. I found one of those in a previous game and haven't looked back since.

Anyway, here's my new planet as I work on infrastructure and defence. Note the superiour strategic position of the wormholes. They're both next to each other all the way on the other side of the map. Next up is some knowledge raiding, before I upgrade to Mk2 Scouts and try to find some more worthwhile planets. So far all I have are two planets with ARS on them, but their distance away and difficulty of both planets leaves me wanting some better short term goals.


12
After Action Reports / Taking Screenshots
« on: January 16, 2010, 09:26:22 PM »
Taking screenies with the PrtSc key is good for single screenies, however I sometimes forget I've taken a screenshot and either make another one, or forget to save the screenie when I quit AI War.

Without a screen cap key in AI War at the moment, what (free) methods do people have of taking multiple screenshots in AI War that automatically save to a certain location. Currently I'm looking at FRAPS or XFire and deciding at what will have the smallest impact on my system (FRAPS looks good in this regard). Anyone have some suggestions?

13
AI War / Question about the new updater
« on: January 14, 2010, 07:25:05 AM »
Just a quick question about files downloaded through the new updater. Today I decided to to a complete removal of my originally 1.013 installed copy of AI War and install a fresh new copy using the brand new 3.0 installer. When I got up to installing the expansion content, I was thinking it would just download it all again, as I was sure I'd removed every AI War associated file on my hard drive in order to do a full clean install (with the exception backing up my current save). When I started the update, the updater didn't download anything and went straight to the installation, presumably as the files were still on my hard drive from when I updated my old copy to the new version the day before the full removal and reinstall.

My question is thus, where are the updater files located and can I delete them without making the updater go crazy like in pre 2.0? I ask mostly out of curiosity of how the new updater works, and also as hard drive space is a bit precious at the moment.

Thanks.

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AI War / First thought about the devourer golem
« on: January 07, 2010, 08:30:32 PM »
I present to you, the first thing that came to everybody's mind when they read about the devourer golem. I know it sucks, but you know it's funny.

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AI War Strategy Discussion / Starship Advice
« on: November 18, 2009, 07:21:39 PM »
Hey all, just looking for some advice on the topic of starship research paths.

I've recently started messing around with starships a bit more in my games, but with the recent changes (dreadnoughts, force fields, ect) I've been a bit unsure about which starships to use.

I started out with Raid Starships when I was faced with the situation of a special fortress outpost with a force field over the top. As expected, this worked fairly well and I was soon placing them within my attacking forces as a sort of 'special forces' unit which I would call in for tricky situations. Leech Starships are good fun too, so that all works quite nicely.

What I'm wondering about now though, are the real differences between Dreadnoughts and the Spire Starship path. I've shyed away from Dreadnoughts as I'm yet to really get into situations where starships were my primary concern, but changes lately have made them more attractive as a general purpose sort of unit. However, the Spire path of starships do a similar thing, leading me to not really move out of the Raid path, as I've found them to be fairly sufficient for my needs.

One more thing, I haven't had a lot of time to install pre-releases, so I've only got an official 2.0 release going, but the Spire path is listed as being effective against force fields. Does this still hold, because lately there were a few changes regarding force fields and Starships. I know the Dreadnought description has been changed, but I can't remember if Spires are still effective or not.

Thanks!

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