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Messages - Zeba

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1
AI War / Re: AI War Beta 5.028/5.029, "Hacker Revolution," Released!
« on: March 06, 2012, 10:13:48 PM »
This is like the only game I know of that the devs continue to support and most importantly expand on the game for free.

I salute you good sirs.

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AI War / Re: AI War Beta 5.017, "Return of the Hunter/Killers," Released!
« on: September 25, 2011, 11:23:06 AM »
AI War patches always amuse me.

Us: "This game isn't hard enough."
Chris: "Okay, here."
Us: "Well, that's pretty cool, but I have this bug where I can still win, can you fix that?"

 ;D
Hahaha.

This has to be the only rts game that I actually enjoy losing at as its usually a stupid mistake that I made an hour or so earlier that does me in.

Though there was that one time when we had that glorious bomber/fighter/ff bearer/mrs combo that made even a difficulty 8 game a cakewalk.

I think we tell on ourselves a bit too much for our own good.  :P

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AI War / Re: AI War Beta 5.016, "Hardened Forcefields," Released!
« on: September 12, 2011, 06:50:25 PM »
Yep, our pleasure.  I think it was worthwhile as a thing to explore, and I'll put out 5.017 tomorrow.

Still planning on a release tonight?

Don't worry, this won't be like 5.001; I will only ask once. ;)
Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?! Is it done yet?!

 :P

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AI War / Re: Spirecraft Ion Blaster - Does anybody use them?
« on: August 30, 2011, 10:32:04 AM »
Hmmm, always seem to notice only my low mark ships dieing first to high mark ions.

Welp here is to not drinking and ai waring it seems.   :-X

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AI War / Re: Spirecraft Ion Blaster - Does anybody use them?
« on: August 30, 2011, 05:17:19 AM »
Even if ions are buffed the ai held ones will be easy enough to counter.

No matter what mark level the cannon they shoot the lowest mark first so just make sure to have plenty of cannon fodder mkI in your fleet.

In retrospect the devs will probably change the targeting priority to shoot the highest mark now.  :P

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AI War / Re: Playing AI Wars as a TBS / acceptable pauses
« on: August 29, 2011, 05:28:01 PM »
Its a personal preference I suppose.

No really wrong way to play the game.

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AI War / Re: AI War Beta 5.015, "Martyred Forcefields," Released!
« on: August 29, 2011, 03:48:59 PM »
Noes my viral shredder backbone!  :'(

j/k

I was abusing all of the mechanics that got nerfed especially the shredders.

1500 mkIII on a single wormhole meant nothing gets through and the little that is immune would get ate up by the turrets.

9
AI War / Re: Fallen Spire Exo-Galactic Strike Force question
« on: August 28, 2011, 04:00:07 AM »
Have fun storming the castle!  Well, I guess it's often more like defending the castle, but you get the idea.

And yea, you're not the only one to get stuck at that point and ask what was going on and have it be needing to clear out those bordering planets.  Basically one of the thrusts of the campaign design is to make you take a possibly-punishing quantity of territory so the AI gets good and annoyed at you, in addition to all the other forms of brand new AI-annoyance involved in the process ;)
Ai war devs: Giggling like evil vindictive schoolgirls every time someone boots up a fallen spire campaign.  :D

10
AI War / Re: Viral shredders number limiting mechanic broke?
« on: August 28, 2011, 03:51:16 AM »
I would be more likely to simply have reserves just not give shredders, since they're pretty unique in the whole "getting a handful of them is almost as good as getting the bonus ship type itself" thing.
NOOOOOO!!!!!  :'( :'( :'( :'(
Is that based on a rational objection, or an emotional one? ;)

I guess the big question there is: if you know how to "grow" a swarm from a bunch of reserves (or parasited shredders, would need to make them immune to reclamation too), do you therefore think it's not a good idea (due to redundancy) to pick shredders for your starting bonus type?  I mean, sure, it's easier to build a swarm if you can build the first cap at your docks, but the "marginal utility" of having the bonus type is just way less if you already have the ability to raise a swarm.

For that matter, if you get Shredders from an ARS, do you feel like you didn't get a good value because you could have raised your own swarm from a reserve?
A mix of both I suppose.  :P

I got lucky and had a mkIII z reserve one jump away from my homeworld and it contained 8 viral shredders with assorted other ships.

I now have the cap of 1500 to keep a watch over the direct line to my homeworld but it takes a ton of energy to keep them alive. Matter of fact had several brown outs as the growth rate far exceeded my early economies ability to keep up with them.

Now if you want to reign them in a bit I can understand but please don't take them away as getting them in a optimal place on game start as the first bonus ship or landing a lucky dice roll on an ars is fairly rare and they are simply awesome as a choke defence or quick killer of a growing blob of ai ships at a choke if you send them through.

Plus getting to a z reserve that isn't in a place that is easily reached can be a chore in itself.

Dunno just seems to me they are pretty well balanced atm but then again I suppose I am more of a casual ai wars player so I can't speak for the hardcore amoungst us.  ;D

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AI War / Re: Viral shredders number limiting mechanic broke?
« on: August 27, 2011, 05:08:36 AM »
I would be more likely to simply have reserves just not give shredders, since they're pretty unique in the whole "getting a handful of them is almost as good as getting the bonus ship type itself" thing.
NOOOOOO!!!!!  :'( :'( :'( :'(

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AI War / Re: Viral shredders number limiting mechanic broke?
« on: August 26, 2011, 02:48:39 AM »
Flatline, on the subject of no-other-worthwhile-spirecraft, have you tried much with the implosion artillery?  They can be great against the mega-huge stuff in the later exos.
Implosion arty are my system nueter of choice. Nothing kills the wormhole guardposts as quickly as they do.

13
AI War / Re: Should black widows have tractor beams?
« on: August 16, 2011, 11:27:15 PM »
We could make them less fragile.  We could also make the tractor beams apply engine damage and/or paralysis damage, though the OP'd ness could get significant there.  Not as OP as making it do reclamation damage, though ;)
What about instead of the shots applying engine damage it rots armour?

Tractors would be the web and the rot would be the poison.  :)

14
AI War / Re: Should black widows have tractor beams?
« on: August 10, 2011, 07:35:27 AM »
So pretty much never using its engine killing abilities, it sounds like. That kind of reinforces the point that maybe it's trying to do too much for a single unit.
Well even when used in an offensive fleet running around killing stuff in system the engine killing ability is generally moot as they are all immobile anyways from the tractors.

I always have riots with full shields and a gaggle of mk I engies so having tractored ships focus fire on the bw is mostly blunted as its nice firepower along with any long ranged fleet ships kills the trapped ships.

So yeah the engine killing abilty to me is mostly wasted. Maybe cut the distance the tractors reach as you said then boost its firepower a bit and remove the engine damage effect.

15
AI War / Re: Should black widows have tractor beams?
« on: August 09, 2011, 11:08:17 PM »
I tend to use the BW as a super etherjet.

Pop it into a wormhole to collect a full load of ships then pop back and put it into low power to let your defences take over and smash them.

Rinse and repeat to quickly depopulate a major choke.

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