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Topics - chemical_art

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AI War / What do you the envision hunter plot as? (poll)
« on: June 10, 2013, 01:25:46 PM »
This is meant to gauge how players feel about the current Hunter plot, and if any changes are desired to how it is done, or if it is in a good place.

As mentioned here there is some confusion as to how exactly the current Hunter plot should operate. I do not know how players in general feel about it, so this poll is here to help specifically hash out what it is, and how to improve it.

While the poll doesn't ask to worry about balance, certainly list them here.

As pointed out in the two general trains of thoughts, I so far notice two different mind sets. H/K's are added on to current SF mechanics, and H/K's are used as part of the budget. I certainly like the latter (I have a long love adding in H/K's anywhere) but i don't like them for free. But I'm sure others feel different.

Thoughts?

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Skyward Collapse / I know it is too late to say this
« on: May 23, 2013, 07:54:29 AM »
But I hate the concept of having to level up, and would much rather it followed AI War's approach of "simple, intermidate, advanced" complexity.

Seeing options that I need, right now, but cannot only due to it is frustrating, and not fun.

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AI War / A two part question:
« on: May 16, 2013, 05:14:56 PM »
I ask this question because right now, spirecraft and golems don't feel strong enough relative to starships and fleetships, but starships and fleetships feel strong enough relative to each other.


When I play with just fleetships and starships, everything feels right. But golems and spirecraft feel weak. Way, way too weak.

So I ask, am I the only one? Or do others feel the same way, and if so, how would you address it?

Which, in your mind, would be more efficent:

1) For golems and spirecraft, given value inflation, have their "costs" reduced, in some way, whether it be via resource costs, exo costs, etc
2) For fleetships and starships their value, in terms of overall stats, be reduced by a certain factor so that they preserve a balance of power within each other, while spirecraft and golems maintain their current parameters


...

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AI War / Would.you be interested...
« on: May 15, 2013, 12:40:09 PM »
At yhe concept of a super command station, with.a.cap of one, that wasnt unlocked via Kbut another way?

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After Action Reports / Everything and the sink
« on: May 15, 2013, 10:23:03 AM »
[Quick squiggles]


9/9 spire hammer / heroic

1/10 spirecraft, broken golems, botnet

10/10 dark spire, maruaders, enclaves, resistance

4/10 fallen spire

first choice is zbomards

6
If I can get this idea of mine fleshed out enough I'll even put it on mantis *gasp*!


That's right, I want a new AI type.

Informal name: Grieving Gamer (GG)

This AI, a corrupted algothorum of human programing, combines raids, siege breaking assaults, and a mobile defense. Designed as much to wear down human psychology as mind, this AI is ruthless.




Ideas, if possible:

Raids:

Instead of normal wave logic, the AI launches its "waves" using the counter attack logic: The AI launches its attacks (AI MK lvl) into human space. Which means on a 7/7 it launches its waves 1 worlds in early game, then at II it goes 2 waves in, etc, on 9/9 it starts 2 worlds in.

These "waves" will not be unusually fast, nor particularly raidy in composition, but when launched have half the warning time, and are launched twice as rapidly as normal waves.


Siege breaking assualts:

Nothing that fancy here. Not meant to be fancy.

The AI launches exowaves using the current 4 / 10 hard golem logic. Meaning if the player has another exo also enabled...they crash together.



A mobile defense.




Good news everyone!


This AI gets one reinforcement on their planets per reinforcement wave!


Bad news everyone!

This AI's special forces are three times stronger, and the core world reinforce like normal!

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AI War Strategy Discussion / How do you stop strong exo waves.
« on: May 12, 2013, 01:28:14 PM »
Im refering to strong relative to your own power

I keep being stomped by the first exo wave of a 4 / 10 hard golem on 9/9. In the 4 hour window i have i xant muster enough strenth the onslaught. A cap of turret I and fort I on a chokepoint cant stp them i find.stop

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AI War / Double Broken Golem Exo waves?
« on: May 12, 2013, 08:20:35 AM »
I was wondering why the AI was hitting me so hard with exo waves, then when I examined more closely the AI was sending two exo waves at once.

Both say "incoming exo - broken golems" and both launch at once.


Their wave strength right now reminded me of at least me having one, if not two fs cities...and this is just the first broken golem wave. Albeit it is 9/9, but even through cheating I'm unable to stop the wave completely before it wrecks my empire.

I have fallen spire on, but unpurused, and botnet golem, at half strength (2/10 instead of 4/10 for the broken golem)

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AI War / Guardian numbers
« on: May 09, 2013, 10:37:40 PM »
Guardian numbers seem...off.

1:15:00 into my easier 9 games, I have two worlds with over 20 guardians on them.

Is this intended? They hurt. Really, really bad. Especially enclave ones.

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AI War / Those botnet golems
« on: May 07, 2013, 11:39:53 PM »
I love botnet golems.

And I proposed making their hard option give exos just like normal games.

However, given how AI Wars has shifted_so_hard away from units away from reclaimation, both with exos and the what not, I think their hard option should be tweaked.

I no longer play games with botnets because if I'm playing hard enough that I need them, the exos will wipe me out. In no small part because they are fairly useless in exos due to all the non_fleetship_crap that is thrown at me.

This is doubly so because of just how much harder exo waves hit at higher difficulties.

So I propose the botnets maintain their mechanic, but their exo growth rate reflects their lesser power. I'm thinking around 75%.

Getting my first exo of them at 4 hours in giving a fleet headed by a H/K is a bit much...even for someone who indirectly caused both of these elements to happen in the first place.

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AI War / spire Corvette modules feel weak
« on: May 07, 2013, 11:57:48 AM »
I hardly notice them

 on phone so cannot provide numerical examples

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Skyward Collapse LPs/AARs / [alpha feedback] Tutorial
« on: May 03, 2013, 11:27:53 PM »
Right now, given just how detailed everything is with this current game, the tutorial needs a LOT, LOT more handholding to even function.

I did as the game said, and went ahead and did some vague ideas of what to do.

The result was I could build. absolutely. nothing.


Right now, even basic units and building require too many different flipping resources!

I was expecting early game that basic units and buildings would need only the core resources. No. it is expected that I build whole economy chains at the start.

This. Simply. Won't. Work.


Building "tiers" need to be cleaned up a lot. Tier one for core buildings that need no other resources, tier two for units that need tier one resources, tier three for those that need tier 2. etc. This is a bread and butter resource mechanic, and it works, for it prevents needing spreadsheets.


Military- You desperately, desperately need some more units then just the current units. They feel like tier 3 units, units that need whole economies to support them. You desperately need units that don't require so many different types of resources to build. I don't need / want huscarls at start. I want serfs.

Whoa, how am I even to have a *clue* of where to put things like diplomats given just how aggressive everything attacks them.

How am I supposed to know how many chapmans I need if I haven't even seen how gameplay goes out?



This tutorial simply is failing to convey how to play this game with much guidance. It gives the impression you can do anything on low difficulty. But the economy and military do not follow this premise right now.


I don't even know enough to comprehend what I don't know on some level.

A good start would be to setup an example map that can let players simply watch two fairly standard yet well placed cities do their thing. And to point out how each building / resource is critical in game rather then me having to read 50 tooltips.


Too aggrevated to even start gameplay since I need 5+ buildings to build any military units.


Currently there is no learning curve, it is a learning cliff.



The calming music helped to give me the patience to at least try to stick out the pre planning stages.


Can't even make mantis issues, even with me saying I would disregard my aversion to it for the sake of the privilage of being an alpha tester. Simply because I can't play right now.

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AI War / what is the goal of the crystal changes?
« on: March 20, 2013, 04:14:14 PM »
Normally I am a fan of meandering forum threads. but I think part of the confusion on this topic is what it is about. I myself first thought it was just do to the manufacturing changes. now I hear it is sometimes about Chuck points and dealing with them. I think that with somethin large it would help if I stopbaseline as to what the goals are so it can be viewed through that lens.

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AI War / Share pictures of your games!
« on: March 18, 2013, 11:05:18 AM »
You know, sometimes I want to share my stories, but frankly am too lazy to type up an AAR.

So I'll take shortcuts and post pictures that, with just a little narrative, tends to explain the cool things about my games.

I invite others to share pictures, so we can learn new things.

15
Starships currently are limitted to a max of +20% attack boost.

Given that they have had a nerf in their damage, I think to compensate for tactics that boost damage that they become more in line with fleet ships, who have much more damage already yet are allowed to get +100% in damage. Right now, if you pursue a heavy starship game, the flagship lags behind since it already gives +40% and thus doubles the starship cap, thus I leave it behind.

I think their max boost should be increased, thinking +50% to make it so that both the Military Command Station II and the flagship II both have a benefit.

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