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Topics - Reality

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A Valley Without Wind 1 & 2 / How will the processing load be handled?
« on: February 01, 2011, 04:28:30 AM »
With the procedurally generated world, how are you thinking of handling the processing load? Is the random generation going to be like minecraft, only with higher graphics, and I guess only loading in the map tile(s) that you're currently on?

(I know that may not have been fully worked out, just wondering what your initial ideas are)

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AI War Strategy Discussion / What are Impulse Reaction Emitters good for?
« on: January 21, 2011, 03:09:31 AM »
So one of the ARS stations in my current 60 planet epic game against a shield ninny and a fortress baron were Impulse Reaction Emitters. Now I know they're supposed to do more damage to higher energy ships, but they seem to be exceedingly weak, even when performing the task they're designed for. An entire cap of mark I and II Emitters seems to take forever to kill a light starship (2000 energy) or most guardians (1000-1500 energy) - both of which are considerably higher in energy use than your average ship. Even against still higher energy using ships these seem to be weaker than simple triangle ships in any engagement. Does anyone have more experience with these than me and know if they have a strong point? Or are these just underpowered?

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AI War Strategy Discussion / Tough planet to crack
« on: January 17, 2011, 06:23:14 PM »
I'm up against a Shield Ninny and a Fortress Baron in my current game, and a lot of the planets I'm up against are fairly well defended. But there's one in particular near my home base with an ARS on it, and I'm having difficulty getting any traction.

Basically what the AI had at first was 2 ion cannons (mark I and IV), a shield booster, an AI eye, lots of guard posts, a special forces post, and a craptonne of guardians.

So far I've taken out the ion cannons with raid starships, and I used mercenary etherjet fighters to tractor out most of the fleet ships and kill them. Unfortunately, there's a fair number of artillery, laser, flak, and other guardians near the wormhole. They're all boosted with 3 times armor, and I can't just roll them over with a ball because of the AI eye. I've tried bombers, fighters, and impulse reaction emmitters (in numbers under 150 to avoid triggering the eye) as well as raid and bomber starships. An entire cap of bombers can't take out a single flak guardian before dying.

I'm considering a high level lightning nuke or some other thing, but was wondering if anyone had any other suggestions. (my starting bonus ship was shredders, but they get instaraped by the guardians).

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AI War Strategy Discussion / Mark IV scouts are amazing
« on: January 05, 2011, 07:17:35 PM »
So I'm finishing up my first epic length game at the moment, and it all went reasonably smoothly with 2 level 6 ai's (i'll probably try 7 and a realistic map next). One thing I've found is that I love scouting - searching for factories, research stations, and fabricators is the most exciting part of the early/mid game for me. I was having trouble however, even with full waves of mark 1/2/3 scouts (maybe 35 scouts to a group) - I couldn't scout anything past 2 or 3 jumps out, because the AI had tachyon guardians at pretty much every warpgate (I'm not sure if this is something specific to a certain AI type, I chose random easier).

Then I found my first advanced factory and built my single mark IV scout, which I provided to send all over the galaxy, uncovering the entire map without a hitch! To be honest, I'd prioritise the factory highly even if that scout was all it provided me. Being able to find all the targets of interest, including the homeworlds, relatively early on, let me really strategise about where to take territory.

So I guess the purpose of this thread is to express my great appreciation for the capabilities of the mark IV scout! but also to ask if it's unusual to have such a hard time without it?

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AI War Strategy Discussion / FRD'd engineers and golems
« on: January 05, 2011, 02:04:45 PM »
Hey guys,

I find the control option to set all engineers to auto-frd quite useful in managing my empire. However I've had to turn it off in my current game because my engineers kept trying to repair a golem that I'm not ready to use. This creates quite a chore of individually ctrl-ving all my engineers in every other system. Is there an option so that engineers won't auto-repair golems unless told to? Or could this perhaps be added?

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AI War Meeting Grounds / New player looking for group
« on: January 01, 2011, 07:13:18 AM »
Hey guys,
Just finished the tutorials, and tried both hamachi and comodo but it doesn't seem like anything is happening.

I'm based in Australia (so GMT +10), but I'm available through a fairly wide range of hours. Would be great to get a campaign going with some slightly more experience players to learn the ropes.

Cheers,
Reality

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