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Topics - Nodor

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1
A Valley Without Wind 1 & 2 / NPC Movement
« on: April 06, 2013, 11:44:07 PM »
For some unknown reason in my current multi-player game some of the NPC's have decided they do not want to move.  Period. 

3 turns of waiting, selecting them first - nothing.

Is this a morale issue?  Do NPC's decide to not follow orders if morale is low?


2
AI War Strategy Discussion / Advanced Hybrids Strategy Question
« on: August 22, 2012, 12:30:37 AM »
Situation: Unknown random factions 4, spoke map.  Latest Beta Build.

Advanced Hybrids are on at unknown power.  (probably 4?)  No Dyson Sphere.

The "strong" Hybrid escaped the initial attack and has fled to a core world, 6 jumps deep.   The champion is level 4.  (Haven't had time to farm nebula yet due to hybrids/incoming champions)

How long can you leave a "Strong Hybrid" on a core world?

How would you approach this situation?  (Note, this is mostly a chance to play around with/test "normal/moderate difficulty levels" - to see if they still feel fun for play with nephews/friends).







3
After Action Reports / Random
« on: August 19, 2012, 09:13:37 AM »
Setup: Normal + Champion.

AI 7.6: Golemite
AI 7.6: Heroic

Spoke Map - 80 planets.

Randomed unknown factions.

Minor Factions Generated:
Human Marauders 1, Human Resitance Fighters 1, HUman Colony Rebellions 2. Zenith Traders, Zenith Dyson Sphere, Nienzul Rocketry Corps 2, Nienzul Preservation wardens 2, Nienzul Roaming Enclaves 2, Spire Civilian Leaders, Broken Golems (Hard) 4, Spirecraft (Hard) 4,

AI Plots: (First AI) Avenger, Hybrid Hives 1, Advanced Hybrids 1
AI Plots: Second AI Hybrid Hives 1

Disabled Ship Types: Teleporting
Combat Style: Epic.

Starting Ship: Spire Rail Cluster


4
AI War / A Lack of Hats
« on: August 17, 2012, 10:09:29 AM »
I have 3 concerns about Ancient Shadows. 

1. If I am looking at one unit for a 30-40 hour multiplayer game I'm going to want it to look good. (And they do)
2. I will not want it to look like the other champions my friends have.  (Not so much)
3. I am running out of friends to give AI War to...   which makes it difficult to have excuses to support AI War.

I would like to propose that Arcen consider making available alternate skins for the champion units as DLC.  Not sure how feasible this is, but being able to customize the singular ship I will be staring at for HOURS would be nice.   

Thanks,
Nodor

5
AI War / New Unity Engine
« on: June 18, 2012, 12:37:59 PM »
It looks like the new unity engine is out.  Is this going to fix any of the Unity issues that have been identified, or is this largely a "we want this to work for IoS" engine?

6
I was forced to abandon AVWW for the moment.    Which makes me sad, because knowing how awesome AI War is, and having looked at things, I think this could be a fantastic game. 

However, after screaming in rage for a long while at the 0.5% damage rate on the slime because I had found nothing else to damage it, I managed to kill the first boss and then was unable to find my way back out of the first dungeon.    This is what caused me to decide I needed a break.. for a while.

As someone without the spacial memory necessary to memorize the mazes as the levels are currently generated blocks in the lower corner do not help me figure out how to get between them to the "exit".   I can find doors on the current map, but that doesn't mean I will recall where I have been and which rooms I need to reach to reach the exit.

I also chopped down a substantial number of trees, mushrooms, and sapphires. .. and ended up with 50+ invisible  cedar and other stuff .. which may have been useful?  Invisible things, not in my inventory yet in my inventory, are hard to work with.

Also, multi-button spell toggle.   I need a range spell, a melee/environment spell, and platforms at hand...   something to enable me to toggle what is used as my offensive attack, aside from drag and drop on the bar would be..  helpful.

One of the saving graces of AI War is the 7 hour tutorial - I demand that people play it before I play AI War with them because AI War is not a game you can "learn as you go".   Currently, in AVWW I feel like I am trying to play AI War without knowing that I need to kill the AI Home Command stations and that I don't know what AI progress is, or that ARS exist.   As someone enjoying playing an AI War game on 9.0 difficulty, I don't want the options toned down, nor do I want stuff pulled because it's complex.

If A Valley Without Wind has tutorial, I would be happy to be pointed in that direction.   I think I missed a LOT of the current content because I could not figure out how to access it.    Once I understand the mechanics and have a method for "not getting lost for hours in the first dungeon",  I suspect this is a brilliant game which will consume hours of my time and be something I give/recommend to friends.

For the moment, I am sad to report being curbstomped by the learning curve.


Nodor







7
After Action Reports / 110 Planets. On a non-forced Chokepoint map
« on: April 04, 2012, 11:11:23 PM »
Objective: Steam Achievements: "Control 110 planets" & "Kicking in the Front Door"

Settings:
Simple Map
Complex Ships
Human Resistance Fighters
Zenith Traders
Zenith Dyson Sphere
Zenith Devourer
Neinzul Rocketry Corps
Fallen Spire
Broken Golems (Easy)
Spirecraft (Easy)
AI Plots: Avenger (2x)

Combat Style & Cap Scale: Normal

AI#1:Crafty Spire - 7.3
AI#2: Golemite - 7.6

Starting Ship: Blade Spawner

Ok, taking all of the (mostly) positive options here with the plan to control large swaths of the Galaxy and use the Fallen Spire for firepower to manage the eventual Mark 4 waves.   

Opening Map:
 

Game start - March 23rd. Harvester's had just been buffed and ARS are scoutable.

Opening Moves:
Unlock Crystal & Metal Harvester Mark 3's.  Start the Survey Ship. Send out Scouts.

It turns out Hutt has a Raid Engine.
First ARS is on Malorne.
Bladefist has a Broken Hive Golem

7 minutes in - unlock Blade Spawner MK 2.

Around 10 minutes, First Shard is traced to Malorne.

Dax and Malorne are scrubbed of non-wormhole guardposts and the warp gates are destroyed.
Survey ship is dropped in transport and hauled to Malorne.
Shard found and escorted back to Homeworld.

Homeworld is built up with mines and turrets during survey time, a second mark 2 energy reactor becomes required for these defenses.
Second signal is again on Malorne.

Built extra transports, send fleet back to Malorne.  Once Fleet ship spawns, put in transport, head to homeworld.   - Barely manage to defend, but hold on and start the rebuilding process.

Screenshot time above is now reached.

8
AI War Technical Support / Galaxy Map issue
« on: March 24, 2012, 11:56:27 PM »
You know the game is going well when half the galaxy runs away.



Also, how do you reset your "alternate galaxy map" back to the default?

 

9
I'm currently plodding through a 120 planet world, working on getting the "take 110 planets" achievement.  Of course, to make this "convenient" I enabled the rocketry corps - thinking I could just destroy them.  Sadly, they appear invincible.

Any suggestions on to manage the warheads?  (Unless there is a "kill them option")

Fallen Spire, Golems, Spirecraft, & Zenith Trader are the toys du jour.   I may have the option to put a core warhead intercepter down for one or two of them due to the Zentih Trader. - but this won't manage all of them.


Thanks!

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