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Topics - Draco18s

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Game Development / Color coding stats
« on: August 16, 2012, 09:43:03 AM »
Just looking for a little input to help figure out which colors will match with what so I can more easily design an interface for a game I'm making for work.

http://www.surveymonkey.com/s/WXBGN6J

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AI War Technical Support / Superterminal Spawn distance?
« on: August 04, 2012, 09:24:53 AM »
I was under the impression that a superterminal couldn't spawn adjacent to a player homeworld.

Although I am not sure what the rules are.

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Game Development / What's this? Velociraptors! Cannibalism! Oh my.
« on: February 21, 2012, 03:41:12 PM »
A couple of friends and I put together this little game over IGDA's Global Game Jam about two weeks ago, and we're trying to get it published.

A little about the game:

Velociraptor! Cannibalism! is a card game of survival, mutation, and the occasional volcano. Based on a crude understanding of natural selection, Velocipator! Cannibalism! puts you in the role of a young, eager and bright eyed Raptor as they must eat delicious, adorable prey, survive environmental disaster, mutate and steal the body parts of other Raptors.

Figured you guys might at least take a look at what we've done, maybe even pledge a little.

Thanks!

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After Action Reports / Engineering Those Shields
« on: February 08, 2011, 02:17:38 PM »
Engineers take 4x damage on AI worlds unless they're under a Shield Bearer! :D

Add group move and you can maneuver a fleet around the AI's systems that's immune to damage!  (Provided you let them stop once in a while, say to kill that Shield Sphere guard post).

Just an awesome tidbit I happened into in my last game.  I still lost. *shakes fish fist at raid starships*

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AI War Strategy Discussion / How To Kill Fortresses:
« on: November 12, 2010, 08:35:57 PM »
Laser Turrets.

Also they help you clean out the rest of the system. ;)

A single mark 1 laser turret does 91500 damage to a fortress, a bomber starship does 93500, bombers Mk 1 do 12000.

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Tidalis Technical Support / Issue with Mysteries Unvielded
« on: September 20, 2010, 08:18:52 PM »
The level drops blocks as if its is in Frenzy mode, but I am only unable to start one stream at a time.  As of yet I've only manged to create 1 of 3 chains ">= 12 blocks."  Any time I get anywhere near having a second ready to go, I lose from blocks stacked above the board.

I made a short video, I managed to lose in 21 seconds.

As I'm waiting for the video to upload I managed the three chains.  x.X
I've only ever skipped one level prior, and that was Need For Speed.

http://www.youtube.com/watch?v=LcJaokJTtrY

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After Action Reports / Go go Mushroom Machine Gun
« on: September 12, 2010, 02:25:09 AM »


I think the picture speaks for itself.  My ally was sending his newly unlocked Nanoswarms through a wormhole to tag everything on the other side for reclamation and called his space docks "mushroom machineguns" because of the apparent looks.

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AI War / Disabling Neinzul Expansion Doesn't Stop the AI from using It
« on: September 03, 2010, 10:46:58 PM »
I decided to try for a double-godlike using the new guard posts (much more interesting, but also much easier*) and noticed that the AIs managed to have Neinzul Guard posts.  Only 1 each, but still, more than they should have had.  All they spawned were core cockroaches, which while annoying, didn't stand up well to near-permanent paralysis (24 Riot Mk2s are awesome: 6 each to guard the wormholes, 12 to go a-plundering).

So it's just a minor issue, as there were no hybrid hives, no enclaves, no weasels, or any other CoN unit, just the Neinzul Post and the cockroaches.

*By being forced to take out the dozen or so posts before attacking the core, I was as a side effect blowing huge holes in the AI's fleet.  All I needed to actually take an entire homeworld was a full compliment of Mk2 and Mk3 Tanks and 40 Seige Starships (full compliment) all in transports.  Send 1-2 transports at each guard post, pop, target, and retreat.  The riot tazers sitting out on my side of the worm holes (combined with the riot shields blocking enemy ship movement) contained any retaliation.  RCT I had 29.99% of all kills.  Rio Mk2 had 11% (although somehow I had a 30% better survival rate of the RCT than I did of the Riots themselves...)

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Tidalis / Color Me...
« on: July 20, 2010, 10:45:33 PM »
...Impressed.

There's a lot of depth here for what is, essentially, a Pop-Cap game.  I've done a dozen or more of the adventure puzzles and the most recent block I've gotten to is Stone, then I poke my nose in at the custom games and what do I find?

Many, many, many block types.  Of intense variation and complexity of destruction methods.

Just wow.

I think I got more value out of this than the recent Alien Swarm game that came out Monday for free (it has only one official campaign, but to be fair the game is free).

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AI War Technical Support / Silly Space Tug!
« on: June 17, 2010, 05:52:55 PM »
I have two MRS near two different wormholes.  They're a fair distance apart.

Reclaimed a ship, it flew towards the nearest one.  The other (older) one had a few space tugs spawned.  Which promptly went "INJURED SHIP!  MUST RETRIEVE!" and dragged it from one MRS to the other.

Is there any way that the tugs could ignore any (not already) tugged ship that is currently being repaired?

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AI War Technical Support / Retard Engineers
« on: June 17, 2010, 05:38:41 PM »
One of my systems was getting assaulted by a CPA and had my engineers building a MRS, when it was done I tasked them to repair the FF generator (which they did, once it reached ~7 seconds after it was last damaged, and in one they repaired it from 10% to full).

Then they decided that they'd help repair the fleet.  "No!  Come back, under the FF with you!"

They left.

Back I called them.

Gone.

Back.

Gone.

Back, this time the FF gen again.

Fully repaired, gone.

Dead.

They simply would not obey an order to SIT TIGHT.  It was like they were on permanent Free Roaming Defense.  This is not expected behavior, I wanted them out of the combat zone (that's what the MRS is for!) and they refused to do anything but go out and get hit with a flood of electric shuttles and die.

Le sigh, there went the two Mk2 Engies I captured...

12
After Action Reports / The Electric Glow of Turtle Soup
« on: June 07, 2010, 06:40:03 PM »
A friend and I started our 4th game together (which would turn out to be our first co-op win) with a Random Hard 7.6 and a Random Hard (non-Tech) 7.6 AI on an 80 planet map with every minor faction, etc. etc.  None of the "this is just plain harder" options (doubled waves, etc.).

I took Impulse Reactor ships (which I have found a love for) and he took Deflector Drones, IIRC.  We conquered our little corner of the galaxy which we expanded into East and South first; all 13 planets held off by a single chokepoint where we conquered a Planetary Shield Booster.  Nice find.  Which we turret'd the h*ll out of.  By the end of the game at least 189 Tractor, 96 Tractor Mk2, 85 Tractor Mk3, 20 Flak, 219 Basic Turrets, 194 MLRS, 138 MLRS Mk2, one player's worth of Heavy Beam Cannos (Mk1 to Mk4, as they were unlocked).  Numbers based on my last local save about 4 game-time hours prior to the finish.

Zenith trader came though.  We bought a Planetary Shield Inhibitor.  Next time around, a Black Hole Machine, unlocked Grav Turret Mk2 and dropped two of those down.  Next trade ship we went "what else can we buy?  HOW ABOUT A SUPERFORTRESS?"  So I did.  I was at max resources and just threw engineers at it (Mk5, as we had by this point ventured down to Vod and Colony for a Ex:Fab and an Adv. Research IIRC--5 jumps out from Horst, which was just within Transport attrition range at the time* before letting the AI re-take the systems).  I had enough resource income that at the current rate of Wasted Resources 101 I could speed build the Super Fortress for fifteen minutes and get it half-completed.  We'd both purchased Zenith Power Generators sometime prior to this and placed them in his homeworld.

Next stop: Ysdllodins and Shokodo.  I believe Ysdllonins had another Advanced Research station.  Shokodo we ended up taking as well, as a Rebel Colony popped up.  We ended up leaving a Cloaker Starship and 12 colony ships in system so that when the AI took it back we had a plentiful supply of "2 hour invisibility batteries" without having to defend the system.

Next up was Junction, I forget what was there, an Adv. Factory, I think.  This is the only place I can think that I sent out a Mk4 Scout to finish gathering intel.  If the Spaceport displays them in order unlocked, then we have by this point Raiders, Spider bots, and Zenith Mirrors.  Zenith Chameleons ended up completing our collection.  We also popped Lusitania around this time (Adv. Research?) and knowledge raided Beaumonde and Fiornia 161.

Then it was off to Brontitall to take out our first AI.  We'd scouted 90% of the map at this point, unable to get scouts--even a cluster of Mk3s--in past Bartledan towards that cluster.  We did know that Monacus had another Adv.Research and that one system over, Divine Wind, had an Advanced Factory, we we headed in that direction, assuming that the AI's homeworld was in one of the four unscouted planets, likely Brontitall.  We launched from Ysdllodins and got as far as transports could take us (Bartledan) and then fought as far as we could (cleared Bartledan, heh) and set up a forward base.  Which served us most of the rest of the game, the AI was very focused on taking back Horst, even though it was hilarious to watch it try (we held of a 7000 ship CPA without interfering).  Coruscant, Carfax, and Ginaz fell to our might pretty swiftly, to be colonized later (Carfax had an Adv.Factory) and then assaulted Brontitall (the Teleporting Turtle homeworld).  We eventually overcame (Impulse Reactors do no damage against a command station, but OH BOY do they raep Force Fields and Fortresses) and claimed the corner as ours.  At some point prior I upgraded all of my command stations to Mk2 and Mk3, granting my ally all of the resource harvesters (even so I was topping my income).

Around this time we invited in another friend as we began our assault on the second AI and updated to v3.165.  We gave him those systems and and managed to get a Mk4 Scout to finish scouting the galaxy and found the second, Attritioner AI out in Giedi Prime: 18 hops away from my home planet (impossible to even tie, much less exceed that distance).  Due to the Attrition Generators, I could not keep scouts alive in its systems, but was able to periodically send a cluster in to gather up-to-date intel for assaults.

Brontitall ended up being barricaded with 18 Lightning Turrets and Mk3 MLRS to keep the Culassas and Teleporting Battlestations from spewing periodically from the Exo-gate (it was hilarious to watch).  Once in a while a beam frigate would show up, but alone presented no threat, we marched onwards: through Kithrup (colonized by the newer ally), Arkintoofle Minor (mine), Aslund (first ally), and finally Rov (first ally) where we picked up a Regener Golem.  We love this thing, but had to stop using Zenith Mirrors, due to their high health, but fragile nature (a single Mk3 was worth a full 1% of the golem's hitpoints to resurrect, whereas it could poop Deflector Drones like a leaky piñata without any serious repercussions).  We learned this assaulting Urchachka or Bernard's Star.  In the end, Urchachka was too tough a nut to crack, due to Permamines.  First attempt was to EMP bomb the place, then fly everything through; took two tries (due to a Warhead Interceptor and it took longer than 30 seconds for our bombers to even start warping) and had to pull back.  At which point we started building a nuke.  Just as we were about to try that (if you pause, the AI can't "intercept" it!) the AI counter-attacked and nuked us!

Without any real defenses or much of a fleet we turned back the clock 9 minutes, just before the first EMP bomb.  And nuked them this time.  Without supply we easily overwhemled what little defenses didn't require it (all the Core turrets and a few reinforcements).

Then we nuked Giedi Prime, rebuilt our forces and repaired the golem, which cost all three of us most of our dwindling resources, and let Bartledan fall (Demon Claws, etc. took out the command station, though otherwise the planet did hold off several thousand ships in a CPA--but we'd relocated our production to Bernard's Star and we were a game-hour from victory).

Which left two core FFs over the AI Core Station, and a number of other turrets and ships, including a Mass Driver and an Ion Mk2.  But we flew in and divvied up tasks: I was to take down the FFs with my "it does HOW much damage?" Impulse Reactors, Ruke (the older ally) would take out the mass driver and guard posts with his infinite deflector drones, and Cretel (newer ally) would guard our backs with 150 stolen Force Field Bearers (he obviously found love for the Leech starship).

Just around 2am, Monday Morning, at nearing 20 game-hours in, the AI fell.

Victory!  Look at that list of achievements.  And look at those "most kills" stats!  Ruke's most kills were by turrets he built in Horst and forgot about!  Anyway, we're now Global (weighted scores) rank #83 and #109, Cretel pulling #274.  Not that it means much, but not insignificant.

*Our previous game had found that we could go 7 jumps before the transport died.  Did so, set up a temporary base to get the regen, and jumped another 6 systems out for an Advanced Factory.  I am certain that it was my posting about that game that got the Transport attrition rate upped to its current value of 35%.  Which I fully support, as being able to get that far out in hostile territory with a huge fleet is way too much.

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AI War / Extra Harvesters
« on: June 05, 2010, 01:57:16 PM »
This may be a result of the 3.163 update on a saved game, but I have a system that has almost twice as many harvesters as it should have.

I'm grateful for the extra income and I am unable to get any of my other systems to add more harvesters,* so this likely isn't a big issue.  But I do wonder why only a few of the harvesters were effected and not all of them.

*Marked system in first screen shot has 7/4 harvesters on each resource, another system (Aeous) has 4/3 total harvesters (3/2 crystal).
Second screen shot shows a "duplicated" harvester.

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After Action Reports / G-g-g-godlike!
« on: April 15, 2010, 08:19:11 PM »
So I just pulled of a Godlike win against the AI.  Steam stats record this as my first victory (some of my other ingame achievements steam hasn't picked up yet, as I had to add the game to steam then migrate the data files).

But I digress.

I pulled of an AI 10 Turtle + AI 1 Turtle on a 10 planet map by owning 8 homeworlds.

The AI 10 was taken out first, requiring some 6000 ships in transports--to avoid the 400 permamines guarding the wormhole--and another 3000 waiting on the safe side of the wormhole to catch retaliation.  After that cooled off* I rebuilt my fleet and assaulted the AI 1 with 4000 ships in transports (I'd scrapped my previous 30 transports to cut energy costs) and sent another 3000 through the wormhole (most of those died within minutes).  In both cases the Core Force Field Generator was blown to pieces (ok, 10% health remaining) from the first salvo.  From there it was a long haul of "seconds per frame" as the ships reloaded and fired as fast as they could.

By the end of the game I'd built 14,224 ships, lost 10177, and killed 5725 and unlocked First Victory, Paragon, Turtle Soup (bronze, silver, gold), Godlike, and Win a 10 Planet Map.

Owning 80% of a map at game start is really really powerful.

*It took me three tries to get this far.  First attempt was 4k ships and did 41% of the damage required to kill the force fields and the core station (retaliation killed my command stations).  Second attempt used EMP bombs on the system prior to the assault in an attempt to disable as much as possible, unfortunately this awoke the six golems the AI had control of, which more or less rendered my 6000 strong assault not strong enough (and I died to the retaliation of having killed the core).

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