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.


Messages - keith.lamothe

Pages: [1] 2 3 ... 738
1
AI War Strategy Discussion / Re: New player AAR
« on: Today at 01:35:21 PM »
Quote
Spire Cities
No FS in this game.  Those are very important when present, though.
Seemed like it was by the way he said 'yet to setup the first city', though.
Oh, oops, you're right :)

2
AI War Strategy Discussion / Re: New player AAR
« on: Today at 12:23:48 PM »
First off, what AIP is this at?
Too high ;)

Quote
Spire Cities
No FS in this game.  Those are very important when present, though.

3
AI War Strategy Discussion / Re: New player AAR
« on: Today at 12:16:05 PM »
Welcome to the game and to the forums! :)  Glad to hear you're enjoying it.  Particularly enjoying being beaten ;) 

The idea is for it to provide a stiff challenge at whatever level of play someone's at.  Some people prefer a challenge such that they just barely win, others prefer a challenge such that they just barely lose; either way you should be able to find it here.  Others just like to romp over it without much chance of loss but that doesn't require much careful balancing on our part.

golems, dyson sphere, hero unit and spirecraft turned on. I tried to select all those options that seemed likely to add interest, while leaving me fighting the AI rather than dealing with swarms of marauders or other randomised factors.
Yea, that will still have the AI as the opponent.  Is that golems-hard and spirecraft-hard, or what?  Both on hard would be quite painful if you're not very used to the game.

Quote
After game two I read quite a bit on the forums about keeping AIP low and opted to leave as many enemy planets as possible, having killed guard posts and warp gate but not command station to neuter them. I figured that this would avoid the 15 AIP for each CMD, spread out enemy reinforcements and finally leave me opportunities to leech/zombie farm on a regular basis.
Yes, that's a smart play as long as you don't wind up spending too much time on the neutering (either running up the clock too high, or just getting bored).

Quote
I am now on 696 AIP
Whooooa, that's not "keeping AIP low" ;)  300 to 400 is fine on 7/7 (in my personal recent experience, at least) but pushing 700 is.. well, pushing it.

Quote
taken  50 of 80 planets
Good grief.  It is possible to win 7/7 by taking all/most of the planets, but it's definitely not the intended path.  That's very likely to overwhelm you with AI response.  20 planets out of 80 is probably a good maximum, though you could get away with a bit more than that depending on the situation.

Quote
I can't figure out how to take a screenshot
Either printscreen to get your whole screen for the clipboard, or F12 to dump a shot of just the game to the RuntimeData/Screenshots/ directory in your AIW directory.

Quote
I now understand that in doing so I have alerted one core world for each AI
Previously combined with that AIP this would just be incredibly painful.  It's still nasty but at least the AI's reinforcements stop getting more voluminous around AIP 250 or so on 7/7.

Quote
Unfortunatly I now have a mass carrier force of 10k ships (mostly mkV) amassing which will presumably attack at some point soon. I have tried forestalling this by various methods (since back when their numbers where as low as 2000) by can't seem to hurt the carriers in any significant way and also can't let them through to my world a few at a time as they're able to pass through FF's.
Am I screwed?
I'll let some of the community players chime in on this and the rest of your questions (they play through situations more often than I do) but the carriers can simply be nuked if it really comes down to it.  But there are less drastic solutions, too.

4
Off Topic / Re: Port Arcen games to Linux?
« on: Today at 11:57:51 AM »
We'd certainly love to get stuff on HB, for sure :)

And we'd be happy to provide more official linux support in general.  Right now I think all our stuff runs great in WINE, though.

5
Off Topic / Re: Port Arcen games to Linux?
« on: Today at 11:47:38 AM »
The problem is that fixing the load time issues is outside the scope of what we can do: the literal filesystem actions individually take over 3 seconds.  No idea why, but we can't fix it.

Nor can we generate a simple case (i.e. not an entire game project) that reproduces it.  That we probably can eventually isolate, but we really don't have time to wrestle with this and whatever other new engine issues may come with the newest version, just for the chance at the additional revenue you refer to.  Just continuing to, y'know, develop games with that time is probably much more likely to help the revenue situation ;)  Skyward Collapse, for example, is really doing pretty well (not record-setting for us, but quite solid).

I hope we do have that time at some point in the relatively near future to get the unity thing sorted out, though :)

6
Off Topic / Re: Port Arcen games to Linux?
« on: Today at 11:39:01 AM »
If we can get the latest version of Unity to work for our games then the linux port is basically done.  But we've run into serious load-time issues with getting Valley2 on the latest version, etc.

7
AI War / Re: What do you want the Champion to be?
« on: Today at 10:33:08 AM »
On golems, I think if you're using them for straight-up combat power on 9/9 or higher they're more of a liability on Hard-4/10.

Where they shine is the utility-player roles; not trying to overwhelm by pure DPS but rather by the kind of silliness you can pull off with a Widow or Artie or whatever.  The Botnet being something entirely other, of course.

Same deal with the Spirecraft, except moreso.  Some people think they're massively underpowered (and in some ways their stats really do need some updating) for the cost of the counter-exos, but others use a fairly wide variety of them in utility roles that are massively game-changing, and in some cases even game-ending (in victory).

FS fleets and 8-Champ fleets are really the places where superweapons can just provide sheer overwhelming firepower, without particularly caring about alternate utility (though the champs certainly have it).

8
I would love a native american (or Aztec) culture myself.

Edit: Not saying native american = aztec. But I think either would be cool.
Yea, either would be really good source material.

9
After Action Reports / Re: Contradictions and Silliness
« on: Today at 08:25:39 AM »
A good sized FS fleet would do it, though 10 HKs will probably take a nasty chunk out of it.

10
Well this is interesting
Yea, that's an old one that I've tried patching a few times.  Replacing wrongly sized sprites via patch is a curiously difficult process.

11
Some parts of Japanese and/or Chinese mythology could do pretty well too.  But yea, I think "Egyptian" is the clearly obvious next faction.  Just me, though ;)

12
The CPA carrier formation logic was changed initially to only let units form carriers on the planets they were on, no crossover, but that resulted in some small carriers and people objected.  Now it keeps rolling them until it finds enough for a 1/4 carrier, or until it hits the end of the planet list.

Will see what additional refinement can be done; it's a bit tricky when what people probably want involves partitioning the galaxy to account for disconnection of different AI chunks, etc.

13
After Action Reports / Re: Contradictions and Silliness
« on: Today at 07:29:37 AM »
a science lab carefully sneaks into Abyssion, expecting the SF mob to show up any second and turn them into plasma-charged particulate
Hunter/Killer: "Query: Do meatbags prefer reduction into negatively-charged particles, or positively-charged ones?"

Quote
A few seconds later, Grand Chimera outpost (now codenamed 'Doom Post') is, in fact, turned into plasma-charged particulate.
H/K: "Insincere Exclamation: Oops!  Too late now!"


Btw, even killing the whole doom-mob will only keep them off your back for about an hour before they've all respawned from the hunter plot.  It's possible you might find some way of trapping them so that their pathfinding logic won't let them cross that much of your territory (I'm honestly surprised they're willing to cross Grand Chimera).

14
Welcome to the forums, by the way :)

15
I'll let Chris give the official, stickied answer, since it's his decision what policy we have, but my understanding is that:

Q: What is the official stance of Arcen Games when it comes to LPs?

A: You can do whatever you want with videos of you playing the game, with or without commentary, commercially or otherwise.

Pages: [1] 2 3 ... 738