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Topics - _K_

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1
Skyward Collapse LPs/AARs / [Alpha Feedbag] K's AAR
« on: May 03, 2013, 03:31:26 PM »
Alright, i am writing the post as i am playing the game, constantly alt-tabbing between the two. Will probably do a TL;DR summary once im done. The main part will be my raw comments as i experience the game.

I am playing in 1600x900 fullscreen mode, 21 inch screen. It is very visible that the game was designed for smaller resolutions.

Start game:
The resolution makes brown(?) text on black backgrounds way too small, might have something to do with contrast though. Point is - small u's o's and n's are hard to read.
Alright, the game has started, stuff... well no, no stuff is happening yet.
As i understand right now, there is some sort of complex production system... kinda like in Settlers i guess? The problem is that i have no idea how it works and the only way to find out is to read the tooltips for all those buildings. I also have no idea how the game actually works, as in, what is supposed to be happening.
And yet i kinda want my towns not to be horribly inefficient. Ugh.

I think maybe for the tutorial it would be better to start in like round 1, with an already set up basic economy, with the tutorial explaining how it works, and then asking the player to enhance it here and there.
Or maybe let the player gradually build the economy from ground up somehow. I am at turn -1 now, and finally found out the requirements to build a soldier. Have 3 actions to try and get the production up now.

I just noticed, in resource production tab, the bottom row actually is not resources, but production buildings.Well, at least now i get what those 3 rows are.

Alright, played the first game for a few turns. Had to give up because apparently giving greeks a chimera on turn 0 was a bad idea.

Restarting the game with an enlighten me edict. Now i have a general idea what i am doing.
Time to have a proper set up.

Turn -4: 1 of each basic resource for each faction
Turn -3: Embassy+Barracks+Diplomat
Turn -2: 2 chapmen, pigfarm
Turn -1: mason, butcher, carpenter
Turn 0 : iron+smithy, this is enough to make marauders for norse, so i place more iron for steel production. For greeks, i still need bread, so its iron+smithy+wheat
Turn 1:  In hindsight, i should have placed the basic resources this turn, not on -4. Oh well.

Uh, so is there a limit on how many units barracks can make per turn? Should i focus on increasing production, or build more barracks? Oh well, lets get archer production first instead.
Aha, so to compensate for a cheap marauder, greeks have lithovoloi. Oh wait, 4 attack. FOUR ATTACK? What the hell is this?

Alright, now that i got a hang of this, as an old fan of economical strategy games i want to find out how optimal is my production chain running. I mean, i have absolutely no idea how many of X supply buildings you need to supply Y manufacturing buildings, and how many chapmen are needed to support it all.

I would also like to be able to see at any time how much each specific building produced, and how much it has in stock, also indicators for when a production building is idle/not at 100% load. Seriously, as i see it now, this game is pretty much an economic strategy. I need the tools to play it like one!
Ideally i would want to see some gauge showing the current stock, and then an ability to see the average value for the last 10 turns.
As i understand, i dont need more than 1 manufacturing building? Given enough resources, the manufacturer can make as many products as there is demand for, right? Alright, thats 1 less possible bottleneck to worry about.

Alright, i just noticed chapmen can get encumbered, reducing their effective movement points from 14 to like 4. This needs an indication. Use 2-3 different icons for different encuberance levels?

Can units move diagonally? with how fast they move even at 1x, its not easy to tell.

So anyway, turn 8.
Since carrying resources is difficult, i need lots and lots of chapmen. The pathfinding looks kinda weird, as i swear i could see some chapman try to walk around other guys instead of walking through them. Or is he just so shy? Meanwhile, 2 chapmen got stuck, giving me the "Entity is already at the target tile" error. It got resolved the next turn.

Meanwhile, combat is happening between the cities, poor diplomats keep getting killed. Balancing it right now is not too hard, as the "level a unit up" works very well. Predicting which side is stronger isnt very easy though, as it very strongly depends on the unit AI (no idea how it works), and the unit action order.

You also can help one faction on the other's turn by placing ruins (or resources) a place thats easy for it to reach. Dunno if its intended, maybe we need a "must be placed closer to a friendly town than an enemy town" thing, or something?

Turn 10. The unit count is 25 now, so watching the turn is starting to get a little tedious. I wish i could watch all actions carried out simultaneously, but i guess that would mess up the current turn system.
I am still feeling i need more chapmen.
Lets take an iron mine for example: 10/t production, so you need 2 chapmen to visit it every turn if you want it to be 100% efficient. And every chapman will probably be able to take iron from it only once every 2 turns. So you need 4 chapmen to fully operate an iron mine. Wow. Good thing they are dirt cheap. 2 fish/rice is nothing, so its mostly action points you are spending.
Do we maybe want to scale them up a bit? I mean, up their cost to something like 5-10 fish/rice, but also increase their carrying capacity by 2x-3x.

Turn 12:
Yeah, something weird is going with chapmen. some can pass through other chapmen, while others seem to get blocked. Some walk just 1 square when encumbered, even though they could make 1-2 more steps easily. The hell is going on?

Just saw an archer one-shot an ekdromos. Wait what? Oh, a 5x modifier? Why does an archer have such huge modifier, when every other unit only has 1.1-1.3?
Also, the general combat seems weird. The health vs damage values seem too much in favor of damage. Most units can 2 shot each other. This means all those bonuses often go to waste, as they only change overkill, and maybe, MAYBE give the unit a chance to 1-shot the enemy instead of 2-shotting it.
I believe 2 infantry units should take 3-4 turns to murder each other, and archers should need 5-10.

Meanwhile, some other guy visited ruins and got immune to melee. Wow, this sounds imbalanced like hell, especially compared to the "all bonuses cubed" some other guy got. Yeah, cube all those 1.15's, see what you get. This is especially true since those stupid rock throwers deal only 4 damage.

Alright, gonna take a break now, will report more later.

2
AI War / Arbitrary difficulty values for AI types.
« on: July 04, 2012, 03:07:59 PM »
Alright, so im planning to make a lobby setup script which is going to pick a random AI type.
Obviously, that would make difficulty vary too much depending on the type rolled.
To compensate, i need some sort of system to ratethe difficulty of each AI type.

So yeah, instead of going full arbitrary, i will go democratic-arbitrary. Here is the list of all AI types, rate them by difficulty from 0 to 100 with the Core (or whatever other type you deem the hardest)  being 100.
Just copy it and put in your numbers. Its fine if you dont rate all of them, but just the ones you have played against.

Entrenched Homeworlder -
Fortress Baron -
Grav Driller -
Mine Enthusiast -
Neinzul Viral Enthusiast -
One-Way Doormaster -
Shield Ninny -
Sledge Hammer -
Support Corps -
The Tank -
Train Master -
Turtle -
Vanilla -
Zenith Descendant -

Assassin -
Backdoor Hacker -
Bully -
Camouflager -
Counter Spy -
Experimentalist -
Feeding Parasite -
Mad Bomber -
Neinzul Cluster-Bomber -
Neinzul Youngster -
Peacemaker -
Speed Racer -
Spireling -
Stealth Master -
Tag Teamer -
Teleporter Turtle -
Thief -
Vicious Raider -

Alarmist -
Attritioner -
Everything -
Extreme Raider -
Golemite -
Neinzul Nester -
Radar Jammer -
Retaliatory -
Scorched Earth -
Shadow Master -
Special Forces Captain -
Spire Hammer -
Starfleet Commander -
Warp Jumper -
Crafty Spire -
Raid Engine -

Technologist Homeworlder -
Technologist Parasite -
Technologist Raider -
Technologist Sledge -
Technologist Turtle -
The Core -

3
AI War Technical Support / High scores screen
« on: February 17, 2012, 03:41:03 PM »
Yeah, cant be bothered to make a mantis account, im a lazy ass.

Anyway heres the deal:
When you first open the high scores, it is sorted by score. However, if you close it and then open again, the sorting gets all messed up. Since there is no way to manually set the sorting,with enough games played it becomes quite impossible to navigate the high scores screen.

4
Decided i want to write down stories of my AI war games somewhere, so why not let other people read em as well? Making a thread for each game seems too much, so thread for all games i play should be fine.

I usually play the game for the challenge of it, so i have set myself some rules to keep the game challenging and fun for myself. Then i just set myself some goal (or challenge) and keep on trying to beat it. Once its done, i add something new and different and try to beat that one, and so on.

Self-imposed rules:
  • Dont save-scum:
    Always save the game when quitting.
    Always load he oldest available save.
  • Accept your fate and fight to the end:
    Never reroll map seeds or AI types, never manually pick a homeworld.

Challenge 1:

  • 40 planets. Realistic. 1 random homeworld. All expansions.
  • All ships and unit classes available, including CSG's.
  • Minor factions: Broken golems - hard. Zenith Miners. Neinzul Preservation wardens. Fallen Spire. Spirecraft - hard.
  • No AI modiers. 1 AIP every 30 min.
  • Special Plots: Second AI - Hybrids. Advanced Hybrids.
  • 1 player, myself. No handicap.
  • All random lvl7 AI, grey color, no handicap.
  • All random lvl8 AI, red color, no handicap.
This is the current challenge level im currently trying to beat. Basically, there are 2 AI's, where the red one is the "Big Brother", who has more guns and uses hybrids, while the other one more of a supporter.

Game 1:
Status: Defeat.. Map seed:1380182673, AI types: Attritioner/Extreme raider. Game time: 1:50:17
Link
Game 2:
Status: Defeat.. Map seed:882978692, AI types: The Core/Technologist raider. Game time: 5:57:51
Link
Game 3:
Status: Defeat.. Map seed:636717294, AI types: Vanilla/Technologist Turtle. Game time: 4:49:34
Link
Game 4:
Status: Defeat.. Map seed:1080103856, AI types: Sledge hammer/Spire hammer. Game time: 7:22:15
Link
Game 5:
Status: Victory.. Map seed: 940662498, AI types: Experimentalist/Camouflager. Game time: 15:57:00
Link 1, Link 2.

Challenge 2
  • 90 planets. Realistic. 1 random homeworld. All expansions.
  • All ships and unit classes available, including CSG's.
  • Minor factions: Fallen Spire, Zenith Devourer.
  • No AI modifers. 1 AIP every 30 min.
  • Special Plots: Second AI - Astro Trains. Beachheads.
  • 1 player, myself. No handicap.
  • Random Harder lvl5 AI, grey color, no handicap.
  • All random lvl7 AI, red color, no handicap.
  • Researching some techs disallowed: MKIII fleet ships, MKIII harvesters and econ stations.

After the recent updates, i have realised how many things i have not tried beacuse i've been trying to play optimally. And since its a silly game anyway, why not add a whole lot of other things i havent tried: large map, trains, beachheads. I also intend to actually try and beat the game through spire campaign.

Game 1:
Status: defeat. Map seed: 590668480, AI types:Spire/One-way doormaster. Game time: 15:08:56
Link
Link
Link

5
AI War / Spirecraft Rams and Raid starships: OP?
« on: October 24, 2011, 08:37:35 PM »
Well, the thread name says it all.

Spirecraft Rams, really, how more OP can those things can be?
40,000,000 armor-piercing damage pretty much nothing is immune to, and thats just at level 1?
I mean sure, they have limited supply, and maybe i wasnt playing on a hard enough difficulty if i could spare many of my asteroids to build these, but still...
1 shot to kill most guard posts, including some core ones. Shields, Fortresses, nothing is immune to them.
One game i simply destroyed entire AI homeworld just by stealthily getting groups of Rams in there. Force fields, posts, the fortress... everything went down withoug putting up ANY fight. They are fat and fast enough to survive for long enough to get to any core guard post, or you can just kill the tachyon post. And then theres nothing stopping them. Sure, you need quite alot of them, but the most common asteroids arent too rare, and you get 2 rams from each!
Furthermore, i was playing with "Avenger" plot on, so once i killed the AI home, i had a huge thing coming to me, and after fighting it for a little, it owned a large part of my fleet with no problem. My solution? Quickly spam a bunch of rams (including higher marks). Bam! No AI mothership.
Seriously, i have even turned off spirecraft option just to never be tempted to abuse those things again.
I think rams deserve some kind of nerf, but i dont know what exactly they have been designed to kill in first place. I think giving Core structures and shield generators an immunity should work fine.

Also, martyrs are insanely useful as well, but at least they are used against things AI can rebuild, making them kinda... fine. Sucks that their role overlaps with lightning warheads so much though.

Second part: raid starships.
These guys arent as outrageously OP as rams, but they still feel kinda... wrong. I dont know, it just feels wrong to be able to boldly fly through 5 AI-controlled sectors and instantly kill that AI datacenter. These guys seem to be almost a universal solution to any problem not solvable by sending your main fleet there. I know often there doesnt seem to be any other solution so you'd be pretty screwed if not for these, but i still wish they werent able to kill any object 2+systems away from your territory so easily. A severe health nerf maybe, or something.

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