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 - Oewyn

Pages: [1]
1
AI War Strategy Discussion / AI SuperTerminal V 2.801
« on: January 12, 2010, 12:19:50 AM »
Couple bugs w/ them.

1) Waves start as soon as construction of an orbital begins, not when it completes

2) Can be shield-boosted (Like, I suspect, many any other non-turret that has shields)

3) (perhaps more of a suggestion than a bug) Probably a bit too difficult for the payoff (I had maxed out MK I-III Basic turrets, paralyzers and tractors in a shield ball, and only was able to get about 70 before I was completely overwhelmed.  Ideally, without all the setup, one should be able to get 30-40 (with a reasonable setup)before they have to destroy it.  Probably the frequency of waves should be a multiple of the 15 second tick, or there should be longer ticks with more AI progress/tick and/or a shallower difficulty increase per tick.

2
AI War Technical Support / Minor exceptions when exiting
« on: January 11, 2010, 10:43:26 PM »
1/9/2010 3:38:46 PM (2.2.0.0)
-----------------------------------CurrentDomain_UnhandledException-----------------------------------System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.String.Concat(String str0, String str1)
   at SlimDX.ObjectTable.ReportLeaks()
   at SlimDX.ObjectTable.OnExit(Object sender, EventArgs e)
1/10/2010 2:56:03 AM (2.2.0.1)
-----------------------------------CurrentDomain_UnhandledException-----------------------------------System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.String.Concat(String str0, String str1)
   at SlimDX.ObjectTable.ReportLeaks()
   at SlimDX.ObjectTable.OnExit(Object sender, EventArgs e)

3
AI War / No more flare for devourer golem?
« on: January 10, 2010, 12:35:15 PM »
The flare indicator that a devourer golem is at a location is no longer visible.  Was this intentional or a mistake?  It really helps me keep track of where it is, and helps me realize when it's time to vacate the premises when it is getting too close.

4
AI War / Grenade Launchers are like leppers
« on: December 11, 2009, 12:29:25 PM »
I think the grenade launcher class requires a significant amount of micromanagement in order to be effective.  They are like leppers, and I do everything I can to keep them away from my other ships.  The problem is that they will kill themselves just as fast as they kill the enemy if you don't watch them constantly.  I do everything I can to keep them separated from the enemy, but they still end up significantly damaging themselves when a lone ship flys into the launchers.  I can micromanage by turning them to low-power when I don't want them to attack that ship, but there is no real way of controlling them without constant supervision.

A simple suggestion would be to dramatically reduce the damage that grenade launchers to do themselves (maybe a .1 damage bonus or so).  It makes since that ships designed to launch grenades would have some sort of extra protection against their own weapons, especially if they have to fire at another ship at close range.

Another, more CPU intensive solution would be during targeting, determine how many friendlies and how many enemies are within the blast radius.  If there are more enemies than friendlies, fire away.  (Obviously this wouldn't be an ideal situation because grenades take time to travel, and the CPU involved just doubled for grenade launchers (because they have to get the list of targets in the radius anyways when they hit)

5
AI War / scout II graphics
« on: October 17, 2009, 09:42:22 AM »
Did these ever get upgraded? because they look the same as before and vastly different from MK I scouts.

I remember reading somewhere that all the ship graphics have been upgraded.  Was this one skipped on purpose, upgraded but not included in patches, or not done yet?

6
Ran into an exception being thrown in the included save game.  It doesn't seem exactly reproducable, but appears to happen when units are firing... related to the new sound modifications you made???



-----------------------------------Application_ThreadException-----------------------------------System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.ThrowHelper.ThrowKeyNotFoundException()
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at AIWar.GameForm.PlaySound(String Filename, SoundType Type) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 2043
   at AIWar.ForegroundObject.FireAtObject(ForegroundObject ObjectToFireAt, Int32 OffsetAmount, FInt OffsetAngle) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:line 7380
   at AIWar.ForegroundObject.TryAttack(Boolean CanSearchForNewTargets) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:line 6658
   at AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 1051
   at AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 220
   at AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 252
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

9/16/2009 6:36:09 PM (1.202Q)
-----------------------------------Application_ThreadException-----------------------------------System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.ThrowHelper.ThrowKeyNotFoundException()
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at AIWar.GameForm.PlaySound(String Filename, SoundType Type) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 2043
   at AIWar.ForegroundObject.FireAtObject(ForegroundObject ObjectToFireAt, Int32 OffsetAmount, FInt OffsetAngle) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:line 7380
   at AIWar.ForegroundObject.TryAttack(Boolean CanSearchForNewTargets) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:line 6658
   at AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 1051
   at AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 220
   at AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 252
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

7
I was playing a multiplayer game against a 7.3 and 7.0 AI and with the new economy, after about capturing 3-4 planets, i was already sitting at max metal/crystal.  I had researched all MKII ships and was pretty close to having maxed out caps for all ships.  It seems that in the beginning(maybe first 30 minutes or so), metal/crystal resources are very scarce as you start building up your fleet but once your fleet is built up, there isn't much you can spend your resources on.  On the previous game i played, the only time i actually ran to low resources was when I lost nearly my entire fleet upon taking a IV planet, and was rebuilding with 8 docks simultaneously.  (Yeah i know i went a little overboard)

Has anyone else experienced this w/ the latest pre releases (last i played was on 1.014G)??

If this problem is common, then maybe we need something to build that costs a rediculus amount of resources, but can help us in some way... So i at least don't feel like i'm wasting so many resources sitting at max metal/crystal.

Maybe like a Research Station which would allow you to harvest 250 additional knowledge on that planet, but cost 200k metal/crystal or something (obviously there would have to be a cap of 1/planet).

Pages: [1]