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Topics - Orelius

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1
AI War / Some AI taunts still don't work
« on: July 03, 2012, 11:10:21 PM »
Before the 5.000 days, the AI would play a "failed attack" taunt when you lose a large chunk of ships without doing much damage to a system, such as "Why do you throw your lives away?".  However,  I've noticed that the AI has stopped using this taunt whatsoever.  Even if I suicide thousands of ships into a planet without killing anything, the AI doesn't say anything at all.  Am I missing something?

This bug has existed for quite a while now, and I for one would love to see these taunts return.

Links:
Mantis post (from last year): http://www.arcengames.com/mantisbt/view.php?id=3795
Forum thread (from last year): http://www.arcengames.com/forums/index.php/topic,8995.msg81960.html#msg81960

2
AI War Strategy Discussion / What do you do with surplus resources?
« on: February 23, 2012, 09:09:58 PM »
I normally use the surplus I have to construct fortresses everywhere.  Namely, on every important chokepoint and border world.  This leads to tragic brownout incidents later, but that's a story for another day.

I'm curious as to how everyone else deals with the ever growing problem of hitting the resource cap.  What do you do with your surplus resources?

3
After Action Reports / 10/10 Bandwagon Go!
« on: February 09, 2012, 10:05:00 PM »
I looked around and saw none but 10/10 games, so, I figured why not.  My AI opponents will be two Grav Drillers.
AI War Version: 5.024 (At start)

Map settings:
# of Planets: 80
Map Style: Maze C
Campaign Type: Conquest
Map Seed: 222590831

AI Type and Level:
2 Level 10 Grav Drillers

Expansions:
The Zenith Remnant
Children of Neinzul
Light of the Spire

Ship Types: Complex

Disabled Ships:
Swallowers
Core Shield Generators

Game Options:
Combat Style: Blitz (I also play on +10 speed all the time)
Unit Cap Scale: Normal
Performance Profile: Extremely Low[166ms]
Visibility: Full Fog of War
Other: Show Unexplored Planets
[/b]Minor Factions:
Human Marauders
Human Resistance Fighters
Broken Golems (Medium)
Zenith Devourer
Zenith Dyson Sphere
Zenith Traders
Fallen Spire
Spirecraft (Medium)
AI Modifiers:
Reveal Random AI Types (irrelevant)
Auto AI Progress:
None
AI Plots:
None
Starting ship type:
Raptors  (Immune to gravity!  I'm so clever.)

First update will be tommorow!  I'm just busy working out some of the kinks and practicing how to not die immediately right now.

4
AI War Strategy Discussion / AI War - A Guide to Golems
« on: January 23, 2012, 06:41:52 PM »
Since I haven't seen any comprehensive guides for ships or their general use and utility, I figured I'd start by making one for golems.  I'll be covering the seven golem types in this post.  I may expand to spirecraft and later fleet ships and starships if enough people find this useful.
The Golems will be rated on a scale from one to five based upon both their usage in player hands and their dangerousness in the hands of the AI.

Armored Golem
Statistics:
Cost: 30,000,000 M/C
HP: 500,000,000 (50,000,000 or 250,000,000 under AI control)
Range: 13,000
Armor: 100,000
Attack: 1,000,000x5 / 2 seconds (Flame Wave)
Armor Piercing: 999,999 (Ignores armor)
Speed: 88
Hull: Ultra-heavy
Attrition rate: 120:00

Under Player Control: ++++
The Armored Golem is one of the most powerful straight-up combat ships you can get.  With its half billion hp and 100,000 armor, the armored golem’s incredible tankiness means that it’s unlikely to go down in a fight.  It also happens to have a great range and a powerful attack that pierces all armor, so it’s excellent for both assaulting AI systems and defending yours.

Under AI Control: +++++
The Armored Golem is one of the most dangerous ships the AI can have at its disposal.  While its survivability is severely gimped by the hp reduction, it can and will punch through your force fields and other heavy defenses like a chainsaw through butter.  You’re going to want to use ships that have high armor pierce or armor rotting so your ships can do more than a paltry 20% damage against it.  When defending against one, you’re going to want to isolate it from the rest of the ships and focus it down with everything you’ve got.

Counters: Ships with high armor piercing (polarizers, etc.), armor rotting ships (armor rotters, autocannon minipods), extremely hard-hitting ships/structures(Bomber Starships, Spire fleet ships, AI Fortresses, AI Hunter/Killers, etc.), Stacked Forcefields (non-hardened).

 Artillery Golem
Cost: 10,000,000 M/C
HP: 100,000,000 (10,000,000 under AI control)
Armor: 0
Attack: 100,000,000 / 30 seconds (Artillery)
Range: 1,003,000
Armor Piercing: 999,999 (Ignores armor)
Speed: 64
Hull: Ultra-heavy
Attrition rate: 120:00

Under Player Control: +
It’s essentially useless to a player save for the occasional “snipe off a really powerful ship” gimmick that does not occur often.  It’s certainly nice to have, but you shouldn’t go out of your way to get it.  It’s also very fragile despite its 100,000,000 hp, as it has no way to defend itself against most ships.

Under AI Control: +
The Artillery golem also happens to be just as useless to the AI, too.  Most of the time, if you see an AI artillery golem, it’ll probably be safely sitting about doing nothing.  In the rare case where it actually decides to attack you, be sure that your golems or other valuable ships are not there when it is, since it’ll really put a dent in them if not kill them outright.  Just put your starships through the wormhole first, and then rush towards it to kill it and your ships will be fine.

Counters:  A stiff breeze, Fleet Ships

Black Widow Golem
Cost: 25,000,000 M/C
HP: 80,000,000 (8,000,000 under AI control)
Armor: 6000
Attack: 140,000 x50/ 4 seconds (Shell)
Range: 19,000
Tractor Beams: x100 @ 12,000 range
Speed: 160
Hull: Ultra-heavy
Attrition rate: 120:00

Under Player Control: ++
One of the more mediocre golems that a player can have, the Black Widow Golem really isn’t that good of a golem compared to the rest.  While pretty strong in combat, it’s not a good idea to use it extensively because of the tendency of tractor beams to get a hundred ships to fire upon the golem.  It’s a nice golem to get, but certainly not a vital one.  Of course, one can try to pop in and out with the golem to separate the ships from their group, which would make it more effective.

Under AI Control: +++
Under AI control, the black widow golem can really screw with you by taking a hundred of your ships to be killed on other AI worlds, alerting them and bringing on the pain.  However, with its paltry 8,000,000 health, it’s trivial to focus down with starships or even basic fleet ships.

Counters:  Ships with a bonus to Ultra-Heavy (Bombers, Raiders, etc.), Hard hitting ships (Bomber Starships, Zenith Bombardment ships, Zenith Electric Bombers, etc.)

Botnet Golem
Cost: 40,000,000 M/C
HP: 36,000,000 (3,600,000 under AI control)
Armor: 6000
Attack: 20,000,000 x50/ 2 seconds (Energy Burst) (Reclaims all ships that it hits)
Range: 12,000
Speed: 88
Hull: Ultra-heavy
Attrition rate: 120:00

Under Player Control: +++++
The Botnet Golem is perhaps one of the most valuable golems a player can have.  With this golem, one can convert entire enemy waves to mindless slaves to defend your planets in a hearbeat.  It is also particularly useful in clearing threat.  After plopping in your support fleet, insert the botnet golem and you’ll have several hundred zombie bots that will make the planet even easier to take.  However, it’s very fragile, so keep it supported at all times.  Also, it’s not very useful if the AI is using neinzul or spire ships because of their immunity to reclamation, so be sure not to combat said ships with a botnet golem.

Under AI Control: ++
Surprisingly, the botnet golem is really underwhelming when the AI has it, which is an unbelievably good thing because it can chew through your fleet and make it its own fleet within seconds.  It’s also even more fragile than the human version is, so just snipe it off with starships and you’ll be fine.  AI botnet golems never ever spawn with waves so you’ll only have to worry about it if a planet spawns with one.  If you do manage to piss one off, you’re really in for it unless you hide all your fleet ships away.

Counters:  Non-Reclaimable ships (Starships, Core Ships, Neinzul Ships, Spire Ships)

Cursed Golem
Cost: 10,000,000 M/C
HP: 60,000,000
Armor: 6000
Attack: 160,000 x20/ 2 seconds (Energy Burst)
Range: 603,000
Armor Piercing: 10,000
Speed: 128
Hull: Ultra-heavy
Attrition rate: 40:00

Under Player Control: +++
The Cursed Golem is a sort of glass cannon.  It has an incredibly fast attrition rate that will probably kill it before AI ships do.  It has an incredible range and a powerful long-ranged attack.  Be sure to use gravity or tractor effects to supplement this attack.  It’s also rather cheap to repair, so be sure to do so regularly.  Leave it off when not in use.
Under AI Control: N/A
The AI doesn’t have cursed golems.  It’d probably be too broken to imagine without its fast attrition rate.

Counters:  Leaving it on too long

Hive Golem
Cost: 40,000,000 M/C
HP: 48,000,000
Armor: 0
Attack: 100,000/ 2 seconds (Flame Wave)
Range: 8000
Radar Dampening Range: 10,000
Speed: 88
Hull: Ultra-heavy
Attrition rate: 120:00

Under Player Control: +++++
The Hive golem is one of the best golems a player can have.  In short, leave it on to get  500 wasps, then release those wasps to wreak untold amounts of havoc on an AI world.  Wash, rinse, repeat.  The golem has to be on to charge wasps, so be sure to have the resources to repair it.  It can also be used to defend against enemy attack waves, and does so extremely well.  Just unleash the wasps on a planet and it’s a death zone for three minutes, after which the drones die off.

Under AI Control: N/A
The AI doesn’t have hive golems.  If it did, you’d never be able to win.

Counters:  Forgetting about it

Regenerator Golem
Cost: 60,000,000M/C
HP: 200,000,000 (20,000,000 under AI control)
Armor: 0
Attack: 600,000/ 2 seconds (Laser)
Range: 23000
Speed: 88
Hull: Ultra-heavy
Attrition rate: 120:00

Under Player Control: +++
The regenerator golem is a very good supplement to your fleet and is one of the best ways in combat to regenerate your ships.  It is able to immediately reinforce your fleet and essentially store ships because the regenerating ships comes solely from the golem’s HP.  It’s also not very cost efficient, with the highest cost to repair out of all the golems.  It’s useful in clutch situations and when defending, but the cost of using it may be prohibitive.

Under AI Control: +
Under the AI, a regenerator golem isn’t nearly as effective, as you can simply bring it down with a few seconds of focus-fire.  Its hp will also deplete very fast since it has only 1/10 of the hp a normal regenerator golem would, making it a very not dangerous golem to encounter.

Counters:  Attacking


Comments/Criticisms are welcome and appreciated!  Feel welcome to voice your opinions on the matter, as this is really a working draft of a guide.

5
After a recent change to armored warheads, in short, they aren't able to take down AI guard posts.  However, that was pretty much the only incentive for using them int he first place.

Now, it is essentially a more robust lightning warhead, with twice the AIP cost and a rather hefty resource cost.  Are they any more useful than they were before?

I feel that there is little point in even using armored warheads since their niche was filled by penetrators.

6
AI War / AI taunts
« on: September 01, 2011, 07:57:15 PM »
Is it just me or is the AI not using its "You just failed attacking one of my planets" taunts anymore?

I used to hear stuff like: "Did you really expect that to work?" after botching an assault and losing all my ships, but I don't seem to hear that anymore despite quite often doing that.

7
AI War / AI Type Brainstorming thread
« on: May 30, 2011, 08:51:37 PM »
I'm intending this thread to be a place for discussion of AI type ideas and to see how they might work, function, etc. 

So, I've had some thoughts about possible AI types, but I haven't seen much discussion at all, really.  So, here is a list (most I copypasted from my mantis submission)


Wormhole Camper AI:
This type of AI concentrates most of its forces around wormholes and the areas between their command ship and the wormholes. Planets are heavily defended, guard posts are all between the wormholes and the command station. Guard ships lurk around the wormholes.
There would be two types of wormhole campers, one being an easy AI type, and the other being a medium(or maybe hard) AI type. The medium AI type would make all of the AI ships immune to area damage (to make it impossible to wipe out ships with warheads or generally, area damage).

Watchful AI:
Medium AI type. Similar to how the turtle AI's used to function, this AI would have a ridiculously high number of AI eyes, on perhaps 80% of their planets. They send normal waves and have moderate defenses.

Resource Denier AI:
Hard(?) AI type. Sends waves of fast raider ships (preferably immune to tractor beams or maybe gravity turrets, too) to hit resource nodes specifically to cripple your economy (might overlap with some minor factions, though).

Unsharing AI:
Medium AI type. All ships immune to tractor beams and reclamation.

False Advertising AI / Secretive AI
The False Advertising that can only be selected randomly and without revealing the AI types (It's no fun if you know that it's deceiving you)
This AI is more or less a moderately stronger vanilla AI, but it selects the traits of particularly nasty AI types like the mad bomber and acts accordingly.  Wave sizes and ship counts are messed with on a regular basis, making them a very unreliable source of information.

Alternatively, there can be an AI (secretive) that flat-out denies the player information that all of us AI War players hold dear like ship counts and planet defenses, making them appear as "???" no matter what, even with scout intel.  You are given absolutely no information whatsoever and are pretty much left in the dark, literally.  I'm not sure if this AI is too original, as I think that a situation like this can be duplicated by messing with fog of war and selecting some AI types.vv

Generally, I'd like to see some AI types that screw with the player's ability to gauge the AI's strength.


So... Brainstorm!

8
AI War Strategy Discussion / Starting Locations: Where and why?
« on: May 25, 2011, 10:24:55 PM »
I've spent an enormous amount of time looking for the right map, the right location for game.  Often, I don't find it.

So, I was wondering, what start positions do you like?  What makes that start position good?  Why do you do it?

I often go for planets with only two wormholes.  I also look to see if it has a "bag" of worlds that it is a chokepoint for, which allows me to have a more reliable situation (even if the AI curbstomps my advance worlds, I'll still have some stations upon which to fall back).

9
AI War / Are Riot Starships worth using?
« on: April 29, 2011, 08:02:49 PM »
I've seen lots of posts here about people using riot control starships, but I've never really found the appeal.  What makes riot control starships so good or appealing?  Is it worth the few thousand knowledge to unlock them?

10
I've had this idea in my mind for a while, and I figured that I probably won't have much time after spring break.  I was wondering how many people would play an AI War forum game if I decided to start one.

It'll have to be dumbed down a bit, though, as the actual AI war game mechanics won't translate well to turn-based forum game.
If there's enough popular support, I'll whip one up and start it later tonight, or, more likely, tomorrow.

11
I've been wondering, is it possible to play AI War portably?  Sometimes, I just feel like starting a campaign or two when I'm bored and do not have my computer on hand, but for some reason it doesn't work and can not find the AIWarData folder or something along those lines.

And as for how I'm trying to do this, I'm attempting to install it on my flash drive via the installer.

12
After Action Reports / AI War Fallen Spire Playthrough (With Videos!)
« on: March 27, 2011, 06:50:29 PM »
So, I've been around on these forums for a few months, and I noticed the lack of complete AI War playthroughs.  So, I decided to remedy that, and record a playthrough for the Fallen Spire campaign.  I don't know whether or not I will follow through and win the game with the fallen spire victory conditions, as I am still playing the game.

As of now, I have the first two in-game hours of the game recorded, but since youtube is painfully slow with the uploading process, you'll only be able to see the first fourteen minutes right now.  The rest of the first batch will probably be up by tommorow.

Though technically, I'm playing in 1-hour in-game increments, I can't upload that long of a video, so each video will be approximately ~14 minutes of actual length.  Since I'm playing in +10 speed, each in-game hour amounts to around 40 minutes in real time.

Also, there's no commentary.  Sorry about that.

Part 1: Starting a new game
http://www.youtube.com/watch?v=fAO5XHYSKGE
Part 2: The First Shard
http://www.youtube.com/watch?v=S7fsDMtkiUA
Part 3: Maybe I shouldn't have turned on the Devourer Golem
http://www.youtube.com/watch?v=dGWHoIUgsTQ
Part 4: Hello, Mr. Dyson, how are you doing today?
http://www.youtube.com/watch?v=N1TFGxPjaWo
Part 5: Gateraiding Galore
http://www.youtube.com/watch?v=MfGJFWR0PO8
Part 6: Freeing Spire Civilians
http://www.youtube.com/watch?v=45SS1pHWM9Y
Part 7: -15 AIP an hour!
http://www.youtube.com/watch?v=2LQMJH2Bvc8

If you're wondering what settings I used, they're here:

AI War Version: 5.007

Map settings:
# of Planets: 80
Map Style: Simple
Campaign Type: Conquest
Map Seed: 1845219391

AI Type and Level:
Two Level 7 Vanilla AI's

Expansions:
The Zenith Remnant
Children of Neinzul
Light of the Spire

Ship Types: Complex

Disabled Ships:
Swallowers (I cannot stand maws)

Game Options:
Combat Style: Blitz (I also play on +10 speed all the time)
Unit Cap Scale: Normal
Performance Profile: High[50ms]
Visibility: Full Fog of War
Other: Show Unexplored Planets

Minor Factions:
Human Colony Rebellions
Human Marauders
Human Resistance Fighters
Broken Golems (Hard)
Zenith Devourer
Zenith Dyson Sphere
Zenith Miners
Zenith Traders
Fallen Spire
Spire Civilian Leaders
Spirecraft (Hard)

AI Modifiers:
Reveal Random AI Types (irrelevant)

Auto AI Progress:
None

AI Plots:
None

Starting ship type:
Raiders

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