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Messages - Tharrick

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1
AI War Strategy Discussion / Re: ARS hacking and subspace signals
« on: March 26, 2012, 02:07:34 PM »
For 5.032:

* Made the "signal markers" in Fallen Spire invincible in the same sense as the Dyson Sphere (well, without a certain caveat which applies to the Dyson).
** Thanks to Tharrick for reporting that it was actually possible for one of these to get destroyed if the AI did a tachyon burst during hacking to drop the marker's perma-cloak.  "Pay no attention to the man behind the curtain" apparently wasn't sinking in.

:)



Awesome :D I'm glad to have finally contributed something of worth :)


Edit: Nope, game is now untenable. Ah well. Nuke mkIII time :)
Commence Operation 'Take Ball, Go Home'! ;)

Of course! If I can't liberate it, nobody can have it! And mkIII nuke is a fantastic way of ending a game that is definitely on its way to ending badly (and by badly, I mean 'none of the 3 players had any ships left, and there were about 1000 ships on an ultra-low cap game making a beeline for the homeworlds, accompanied by a more or less equal number in carriers)

2
AI War Strategy Discussion / Re: ARS hacking and subspace signals
« on: March 24, 2012, 08:13:03 PM »
Ah well. We have one city, might still be able to push through by main force now... Wish us luck :P

Edit: Nope, game is now untenable. Ah well. Nuke mkIII time :)

3
AI War Strategy Discussion / Re: ARS hacking and subspace signals
« on: March 24, 2012, 07:11:20 PM »
Cheers for the quick response :)
Is there any way now of continuing my Spire game, or am I doomed to have to switch back to Vanilla playstile 7.5 hours in?

4
AI War Strategy Discussion / ARS hacking and subspace signals
« on: March 24, 2012, 06:27:01 PM »
So I was playing a multiplayer game earlier, and we were doing an ARS hack in the same planet as one of our fallen Spire subspace signals. We finished up the hack, took the planet... but the subspace signal was long gone. Loading an earlier save from right after the hack also shows the signal to be gone.

What I think may have happened is the AI's tachyon-blanket response may have shown up the signal, and it may have been attacked and destroyed, but I'm not entirely sure, so I wanted to see if anyone else had run into this before I started worrying about bugs?

Cheers!

- Tharrick

5
AI War / Re: No expansion tab in the settings window
« on: July 10, 2011, 07:49:01 AM »
I do love the music - but I also tend to play rather long sessions of this game, 5+ hours at a time, and unfortunately it starts to get a bit repetitive after a while :(

6
AI War / Re: Are Riot Starships worth using?
« on: May 01, 2011, 01:09:56 PM »
I always unlock riot ships for the same reason I tend to use a lot of Spire capital ships - I *love* having capital ships with shielding. Seriously, being able to move a small force around (or a big force if you've got the Spire ships there as well) without risking too much damage is awesome

7
AI War / Re: How do you set up (and play) your multiplayer games?
« on: April 28, 2011, 11:18:27 AM »
Sometimes I have golems, sometimes I don't.

Complex ships aren't too hard, I find, just more varied.

8
AI War / Re: How do you set up (and play) your multiplayer games?
« on: April 28, 2011, 08:07:12 AM »
My games tend to be 2 or 3 player, difficulties 5-7. We tend to use fallen spire, zenith traders, human resistance and rebellions. Complex ships, with core shields off.

We tend not to specialise too much with unlocks, we each unlock the things we would normally do in a singleplayer game. Tactics include using one or two players' fleets to attack while the third hangs back to defend if necessary. And we communicate through voice chat, or play as a LAN in the same room :)

9
AI War / Re: Spire hubs and facilities in multiplayer
« on: April 26, 2011, 10:31:20 PM »
I guess I'd best prepare myself for a long game of continuously gifting resources then, hadn't I? :P

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AI War / Spire hubs and facilities in multiplayer
« on: April 26, 2011, 09:07:41 AM »
So, I've noticed that while the spire shipyards are 'shared', producing a builder foldout for all players, the hab centres aren't, and there doesn't seem to be any way of gifting them. Is it only the player who uses the survey ship and recovers the shard who gets access to these? And does this mean that we're going to have to alternate shard-grabbing to make sure we all get a slice of the pie?

11
AI War / Re: Move-then-attack order?
« on: April 07, 2011, 01:12:51 AM »

12
AI War / Re: Blade Spawners per guard post - How many?
« on: March 30, 2011, 01:33:02 AM »
Really hope you get this issue fixed since it's a game-breaker for many.

Are there ANY decent counters in the game for those anyways? Maybe the unit itself is somewhat broken with no counters? Can anything withstand their barrage, nothing certainly can outrange them save snipers.

Spire grav drains do quite good at keeping them off your fleet until they self-attrition to death

13
AI War / Re: Capital Ship Shield Module - BUG ???
« on: March 19, 2011, 07:38:09 AM »
Yea, I think I'm just going to make all the capital ships immune to cloaking.  Except the frigates, maybe.  Anything bigger than that is a bit hard to hide ;)

Given the distances we're talking about here, a visual identification in space combat is pretty much impossible at any realistic range regardless of size, until we get to celestial-body sized units (like, say, the dyson sphere).
I always assumed that the cloaker ships, rather than making something 'invisible', simply provided a very high level of radar dampening or some similar effect that would mess with other ways of detecting ships, like picking up on their electromagnetics or some such. So it makes sense both that capital ships can be cloaked, and that massive electromagnetic systems, like weapons and shields, would need to be disabled to allow said cloaking.

That would also explain why firing causes the cloaking to drop, and why there's that cool-down period before a ship can be cloaked again

</hard sci-fi geek> :P

14
AI War / Re: Botnet Golem - Question about Zombiez
« on: March 18, 2011, 01:06:26 PM »
Have them merge into larger, nastier ships! Or maybe spawn barracks...

15
AI War / Re: AI Eyes need to be spawned MUCH LESS frequently
« on: March 11, 2011, 01:58:39 AM »
I'll second this - I've had several games at difficulty 6/7 where the AI spawns eyes on more than 50% of planets. My current game has a totally different issue, with ion cannons, and mass drivers on every planet, but I think that's the Peacemaker AI type at work...

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