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Messages - Entrenched Homperson

Pages: [1] 2 3 ... 13
1
AVWW Mods & Maps / Re: Megaman 8-bit Texture Pack (WIP)
« on: June 22, 2012, 04:19:51 AM »
Wow. This would make the game for me. Sadly the thread is a month old. :( What's the project status?

2
AI War Meeting Grounds / Re: AI War Playgroup - Active and Gaming!
« on: January 26, 2012, 12:27:54 PM »
Alot more people on lately. Nice to see all yous! Post here if you ever get a "Room Full" message. We will have to sort out how to split the group up.

3
AI War Meeting Grounds / Re: AI War Playgroup - Active and Gaming!
« on: January 10, 2012, 07:49:13 AM »
Haha, yea sorry haven't been as active lately. Skyrim is taking yet another chunk of my time.

4
AI War / Re: Poll: Potential Spirecraft Attritioner changes
« on: October 01, 2011, 02:22:57 PM »
I'd actually like to fight against an AI that had global reclamation damage on its planets. That sounds fun.

5
AI War / Re: Poll: Potential Spirecraft Attritioner changes
« on: September 30, 2011, 08:22:48 PM »
That would actualy be kind of cool to fight! New AI Type or ship or whatever?

6
A Valley Without Wind 1 & 2 / Re: Such a fun game. Such a weird game.
« on: September 27, 2011, 06:57:11 PM »
I thought the lack of toilets was part of the lore.

Something to do with a flailing mad god scrabbling to destroy all urinals.

7
AI War / Ship Target Priorities
« on: September 27, 2011, 12:43:20 PM »
 Quick question about ships with debuff effects similar to paralyzers. How hard would it be to change their behavior so they seek to affect the most targets as possible with their effect? Like a Paralyzer has 2 targets in range, one is already paralyzed and the other isn't, so it switches targets? Its a litte tedious manually doing it, and it does make a difference.

 I realise AI War isn't the focus right now, but it would be intresting to see if it's an effective behavior for a few ships, or even if it would be particularly usefull. :)

8
AI War / Re: AI Mk. V Unlocks
« on: September 27, 2011, 12:31:58 PM »
I've definitely seen Mark V Friggs floating around. Just putting that in there.

9
AI War / Re: AI War Beta 5.017, "Return of the Hunter/Killers," Released!
« on: September 25, 2011, 12:18:20 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
I lold.  ;)

10
A Valley Without Wind 1 & 2 / Re: Locales And Enemies
« on: September 24, 2011, 11:38:56 PM »
There better be Yeti overlords I can hunt down and make a carpet out of. A really big carpet. Or maybe a bunch of medium carpets. Or a couch. Or a Yeti costume. You can make so many things out of Yetis.

Seriously, if Yetis aren't in yet they need to be. I'm seriously guys.

 I expect a patch tommorow.

11
AI War / Re: Poll: Potential Spirecraft Attritioner changes
« on: September 24, 2011, 11:28:53 PM »
If the first change happens the Attritioner should be renamed. There not consistent with other Attritioner ships, like the AI one.
Then let me ask you this: should the Spirecraft Ion Blaster be renamed because its Ion weapons now work differently than the AI ones?  There's already a variety of technologies in the game where the human, zenith, and spire variants vary in some respects (compare human heavy beam cannons vs zenith "heat" beams vs imperial-spire continuous-fire beams, for example).

If the Spirecraft Attritioners normal attrition damage were to be entirely removed I would agree with you, but given the poll results I think it's appropriate to at least try an approach where it keeps the current attrition damage and gets this extra effect on top of that; that way it's useful in both short fights and long fights.  Balancing the numbers will probably take a few iterations but I don't see why it wouldn't work.

To a point, but I think the change in this case is a little more significant. It's changing from a Damaging role to a Support role. The effects aren't differently balanced, there just different.  In the case of the Ion weapons, their job is the same: instant kill offense. However if one of them was changed to have a 1 second reload time and could target ships with 10% health, the role would change to instant kill support. The effects are similar but unrelated, and having them share names with ships whose behavior is so different could be potentially confusing, even if only as a give it a second look after you build you're first one kind of thing.

12
AI War / Re: Poll: Potential Spirecraft Attritioner changes
« on: September 24, 2011, 11:56:50 AM »
If the first change happens the Attritioner should be renamed. There not consistent with other Attritioner ships, like the AI one.

13
AI War / Re: Poll: Potential Spirecraft Attritioner changes
« on: September 22, 2011, 09:09:55 PM »
I honestly was too lazy to put that into words. But I like the grav option. It makes themf more
intresting. Adds some flavor. I'd love to see the first option a new ship.

14
AI War / Re: MK IV starship fabricator
« on: September 22, 2011, 12:48:58 AM »
Or mark 5. Mark 5 fabs for starships and Star. Adv. Fabricators for all MIV starships. Maybe starship advance factories could give access to other starship types like Beam Starships. Maybe get some guardian types flipped over to starships, like a Lightning Starship. Might be cool  :)

15
AI War / Re: Poll: Potential Spirecraft Attritioner changes
« on: September 22, 2011, 12:40:50 AM »
Just damage! I use these in SP like crazy! I don't want them to become to specific in use!

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