Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - orzelek

Pages: [1]
1
Skyward Collapse / Discussion of making easy difficulty easier.
« on: May 09, 2013, 09:08:59 AM »
I'm currently finding it hard to not unbalance things to much without gods/mythicals participating.
I don't think it can be made much easier. I'm treating this as a random factor - it will either work or not.
Having many towns that can act as replacements helps with this I think. And thats closer to you plans from what I understand.

2
I finished game with 60 turns/round yesterday. I played it on Mountain Divide with military edict on medium.

1. Keeping control of resources is difficult currently. Mousing over town after each round or every few rounds gives only static information. Various ideas about that are already on mantis.
2. Game evolves into pretty chaos later on. I can't imagine what would be happening in 200 turns per round game.
3. I'm still puzzled about gods and their function. It's a part of WIP I guess. After you get both gods per faction you get one city thats basically untouchable. With need to replace buildings on it very often if you want it to actually keep working.
4. There is a distinct lack of edict information in game. You have no idea how are you doing in terms of fulfilling your goals.
5. Edicts don't seem to have relationship with rounds per turn - this means that longer games are actually easier.
6. Rate of land growth seems a bit small. It got difficult to place new towns later due to placement restrictions and need to build long single tile bridges to create new towns.
7. Mountain Delve specific issue: units are getting heavily confused. Unit pathing on this kind of map has problems. IT might have tad to much of mountains.

Since silly me forgot to save... no save to peruse :(
I see relevant mantis is already present:
http://www.arcengames.com/mantisbt/view.php?id=11115

3
Skyward Collapse / Buildings questions
« on: May 04, 2013, 04:08:32 PM »
I have few questions for current buildings behavior:
1. No owner buildings in town after few fights - are we meant to smite and rebuild them or is there another way of salvaging them planned?
2. Buildings repair - is it planned or only way buildings repair is when they are captured ?
3. Building upgrades - they seem underwhelming currently. Is it work in progress thing or they are only meant to add to hp and nothing else?

4
First a check of my understanding:
If there is enough resources in town each of the unit producing buildings should build a unit.

Situation:
Two cities for red prepared. Each contains barracks and set of buildings required for unit production.
One city for blue prepared. Two barracks in it and buildings required for production.

Question:
Why during first turns red managed to produce 6 units and blue only 2 ?

5
AI War / The colony ship nebula....
« on: March 30, 2013, 12:41:14 PM »
I'm attaching a save with champion in front of nebula wormhole.
When you jump in it will be the shattered pillar and stupid colony ships with 10's of usual enemy ships.

Can someone try to win it and give some hints how to do that?
You should be able to easily switch to different champions and test with them also...
I had best results with zenith one and it might win by sheer luck (starbase needs to die few seconds after game considers scenario won). Overall this scenario is still #$$%#@$.... can we get different one instead of it?

6
AI War Strategy Discussion / Mk IV ships, factories and their value
« on: September 03, 2012, 10:56:37 AM »
I tried few times to use mark IV units in games with exo waves - but it seems to be quite difficult if not impossible.
Main reason for that is that Mk IV factory would need it's own full grade exo defense usually completely separate from other homeworld defenses.

Lack of ability to actually produce mk IV ships reduces value of fleet ships mark III unlocks since your ability to produce them is hampered by resources required to defend the production.

And now since we are getting nice cap equalization it seems that this may get a bit more important.

Is this only issue for me? Are you all using Mk IV ships on regular basis - especially in games with spire hard/golems hard?
Current alternative to Mk IV factories costs 14k knowledge - is anyone actually using it since that enclave re-balance?

One possible proposal would be to reduce the K cost of Mk IV enclave based on player actually capturing factory - one or both of them could have this effect.

7
AI War / Potentialbug with munitions boosting
« on: August 22, 2010, 03:59:15 AM »
Hello,

My light starships are not always boosting all units around them. I remember that there were some limitations for munition boost - are they supposed to limit number of boosted ships at once?

It happens with small 200 unit fleet with 5 light starships. Save attached - on planet Brunickini there are few frigates that are not munitions boosted.

Also it seems that munition boost range is not displayed properly for light starships.

8
AI War / Transpoted units and power drain
« on: January 25, 2010, 06:21:36 PM »
Is it planned that units inside transport do not consume energy?

9
AI War / Zenith mirrors -- why not reflecting?
« on: January 11, 2010, 02:45:30 PM »
Hello,

I'm not sure if this is a bug or not:

Should Zenith Mirror ship reflect all the shots that hit it (except missiles) or there is some %-age chance for that?

I have just suicided one mirror against small turret group and from 4 laser turrets there only two got damaged back. And at least 6 laser shots did hit the Zenith Mirror.

10
AI War / Marauders - they are like rabbits (2.202)
« on: January 10, 2010, 04:14:26 PM »
Hello,

On attached screen shot there is a small band of marauders that kind of massacred AI. Game is with -50% handicap for AI so that maybe the reason... but I don't think that marauders should behave like that anyway. They are more like army here.

I can attach save game if needed.

11
AI War / Simulation data correctness
« on: December 29, 2009, 08:10:45 PM »
What I already wrote at some topic:

Simulation data in xml form seems to have many empty cells.

For example data for Armor vs Anti-armor is empty for all mark levels... which seems very strange.

I used 2.001 ZF for simulation running on 2 threads.

I've attached rar with UnitRelativeChart.xml.

12
AI War Strategy Discussion / SuperFortress advice
« on: October 31, 2009, 04:40:34 PM »
I just started new game against Diff 7 AI's - my first at this diff level actually.

First Adv Research I found has SuperFortress in system with it - any chances to take out this thing around start of game?

I don't have Z bombers this time (fortunately AI also).

Pages: [1]