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Messages - _K_

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1
Skyward Collapse / Re: Buildings questions
« on: May 04, 2013, 06:21:11 PM »

3. Building upgrades - they seem underwhelming currently. Is it work in progress thing or they are only meant to add to hp and nothing else?
Yeah, i agree with this very much.
I kinda expected at least to get bonuse to production for the production buildings. This would be difficult to balance though, as the game length is an adjustable, but fixed value.

Personally, i dont see a point in the building upgrade mechanic at all. It generates additional clutter in the interface, and increases complexity, while bringing nothing of importance to the game.

2
Skyward Collapse / Re: Round 0 - Can/Should it be just one turn?
« on: May 04, 2013, 06:16:42 PM »
Yes, thats a great idea.
The first few games you play, preparation is a very long and tedious process, because you have no idea what you should be doing.
Then you finally come up with a starting set up you like and it becomes rather short, but still rather tedious process of placing the tiles you need.

In fact, i think i would like to see preparation condensed into like 5-6 actions, with all of the most basic must-have structures already pre-built for each faction.

3
Skyward Collapse LPs/AARs / [Alpha Feedbag] K's AAR
« on: May 03, 2013, 03:31:26 PM »
Alright, i am writing the post as i am playing the game, constantly alt-tabbing between the two. Will probably do a TL;DR summary once im done. The main part will be my raw comments as i experience the game.

I am playing in 1600x900 fullscreen mode, 21 inch screen. It is very visible that the game was designed for smaller resolutions.

Start game:
The resolution makes brown(?) text on black backgrounds way too small, might have something to do with contrast though. Point is - small u's o's and n's are hard to read.
Alright, the game has started, stuff... well no, no stuff is happening yet.
As i understand right now, there is some sort of complex production system... kinda like in Settlers i guess? The problem is that i have no idea how it works and the only way to find out is to read the tooltips for all those buildings. I also have no idea how the game actually works, as in, what is supposed to be happening.
And yet i kinda want my towns not to be horribly inefficient. Ugh.

I think maybe for the tutorial it would be better to start in like round 1, with an already set up basic economy, with the tutorial explaining how it works, and then asking the player to enhance it here and there.
Or maybe let the player gradually build the economy from ground up somehow. I am at turn -1 now, and finally found out the requirements to build a soldier. Have 3 actions to try and get the production up now.

I just noticed, in resource production tab, the bottom row actually is not resources, but production buildings.Well, at least now i get what those 3 rows are.

Alright, played the first game for a few turns. Had to give up because apparently giving greeks a chimera on turn 0 was a bad idea.

Restarting the game with an enlighten me edict. Now i have a general idea what i am doing.
Time to have a proper set up.

Turn -4: 1 of each basic resource for each faction
Turn -3: Embassy+Barracks+Diplomat
Turn -2: 2 chapmen, pigfarm
Turn -1: mason, butcher, carpenter
Turn 0 : iron+smithy, this is enough to make marauders for norse, so i place more iron for steel production. For greeks, i still need bread, so its iron+smithy+wheat
Turn 1:  In hindsight, i should have placed the basic resources this turn, not on -4. Oh well.

Uh, so is there a limit on how many units barracks can make per turn? Should i focus on increasing production, or build more barracks? Oh well, lets get archer production first instead.
Aha, so to compensate for a cheap marauder, greeks have lithovoloi. Oh wait, 4 attack. FOUR ATTACK? What the hell is this?

Alright, now that i got a hang of this, as an old fan of economical strategy games i want to find out how optimal is my production chain running. I mean, i have absolutely no idea how many of X supply buildings you need to supply Y manufacturing buildings, and how many chapmen are needed to support it all.

I would also like to be able to see at any time how much each specific building produced, and how much it has in stock, also indicators for when a production building is idle/not at 100% load. Seriously, as i see it now, this game is pretty much an economic strategy. I need the tools to play it like one!
Ideally i would want to see some gauge showing the current stock, and then an ability to see the average value for the last 10 turns.
As i understand, i dont need more than 1 manufacturing building? Given enough resources, the manufacturer can make as many products as there is demand for, right? Alright, thats 1 less possible bottleneck to worry about.

Alright, i just noticed chapmen can get encumbered, reducing their effective movement points from 14 to like 4. This needs an indication. Use 2-3 different icons for different encuberance levels?

Can units move diagonally? with how fast they move even at 1x, its not easy to tell.

So anyway, turn 8.
Since carrying resources is difficult, i need lots and lots of chapmen. The pathfinding looks kinda weird, as i swear i could see some chapman try to walk around other guys instead of walking through them. Or is he just so shy? Meanwhile, 2 chapmen got stuck, giving me the "Entity is already at the target tile" error. It got resolved the next turn.

Meanwhile, combat is happening between the cities, poor diplomats keep getting killed. Balancing it right now is not too hard, as the "level a unit up" works very well. Predicting which side is stronger isnt very easy though, as it very strongly depends on the unit AI (no idea how it works), and the unit action order.

You also can help one faction on the other's turn by placing ruins (or resources) a place thats easy for it to reach. Dunno if its intended, maybe we need a "must be placed closer to a friendly town than an enemy town" thing, or something?

Turn 10. The unit count is 25 now, so watching the turn is starting to get a little tedious. I wish i could watch all actions carried out simultaneously, but i guess that would mess up the current turn system.
I am still feeling i need more chapmen.
Lets take an iron mine for example: 10/t production, so you need 2 chapmen to visit it every turn if you want it to be 100% efficient. And every chapman will probably be able to take iron from it only once every 2 turns. So you need 4 chapmen to fully operate an iron mine. Wow. Good thing they are dirt cheap. 2 fish/rice is nothing, so its mostly action points you are spending.
Do we maybe want to scale them up a bit? I mean, up their cost to something like 5-10 fish/rice, but also increase their carrying capacity by 2x-3x.

Turn 12:
Yeah, something weird is going with chapmen. some can pass through other chapmen, while others seem to get blocked. Some walk just 1 square when encumbered, even though they could make 1-2 more steps easily. The hell is going on?

Just saw an archer one-shot an ekdromos. Wait what? Oh, a 5x modifier? Why does an archer have such huge modifier, when every other unit only has 1.1-1.3?
Also, the general combat seems weird. The health vs damage values seem too much in favor of damage. Most units can 2 shot each other. This means all those bonuses often go to waste, as they only change overkill, and maybe, MAYBE give the unit a chance to 1-shot the enemy instead of 2-shotting it.
I believe 2 infantry units should take 3-4 turns to murder each other, and archers should need 5-10.

Meanwhile, some other guy visited ruins and got immune to melee. Wow, this sounds imbalanced like hell, especially compared to the "all bonuses cubed" some other guy got. Yeah, cube all those 1.15's, see what you get. This is especially true since those stupid rock throwers deal only 4 damage.

Alright, gonna take a break now, will report more later.

4
Skyward Collapse / Re: Looking for volunteers for alpha next week.
« on: May 02, 2013, 06:07:34 PM »
The worst part about those delays with the alpha is that i keep being afraid that i was not picked for it, so i have to check this thread every time.

5
AI War / Re: So, were combat starships overbuffed?
« on: April 15, 2013, 10:01:14 AM »
Yep, the strength they offer for their resource price is in good balance right now.
However, their K costs are a bit too low for the advantages they provide.

They need either K cost increased, or their scale (HP*DPS vs Resource cost) decreased.

I'd suggest a 20% nerf, but that number is quite arbitrary and up to discussion.

6
AI War / Re: Poll: Buff Spirecraft Health?
« on: April 15, 2013, 09:37:12 AM »

I don't remember if this was already discussed/tried during the starship rebalance period, but perhaps the balance target for starships should be around 1.5-1.6x same-mark fleetship cap, instead of 2x?
I would actually approve if starships were scaled down a bit. Lower HP*DPS, lower resource cost, same K cost.

7
Does the +2 AIP really make much difference at that stage?
I was about to make the argument that its adds up, and as result is significant for low-AIP games... but then the +10 to the floor on each of those posts probably has much, much bigger impact on those games.

And on medium-high AIP, 12-16 AIP ist really that much, yeah. Still a little noticable, but i agree it is not really significant.

Do we maybe want to switch the whole guardpost mechanic from "Lazy AI" to be global then, with simple +10 to floor, +0 to AIP? I can see the point of static strategic reserves being an option, but this looks like a direct buff to the higher AIP games and nerf to the low-AIP games.
Since its twofold, i'd rather see it as a fact, not an option.

8
AI War / Re: Knowledge Costs
« on: April 15, 2013, 05:11:46 AM »
Spider and tractor turrets are great and in my opinion are worth their K costs.
Tractor turrets get a huge boost at MKII compared to MKI, and spider turrets are also incredibly useful.

Flak and lightning are UP, i would be more interested in seeing them buffed, not the K cost reduced.

MSRS, Missile and Laser turrets are decent, but the knowledge costs or quite high, probably should cost 500-1000K less.

Hardened FFs are fine, MKI is also very cheap in knowledge yet quite useful and has a nice cap.

Enclaves would be fine in my opinion, if they didnt rely on turret unlocks to obtain the drones.

Fleetship MKIIIs are absolutely worth the cost if you intend to use adv. fac extensively.

Raid starships could have their K cost decreased, now that their durability is lower due to guardposts.



9
Maybe the AI HW could have those pulses on each core guard post death in return of the core guard post raw AIP cost being slashed (from 2 to 1)?

Anyways, I think that a pulse per core guard post death accomplishes the "last ditch" retaliatory reaction from the AI than the +2 AIP (or whatever it is) currently does.

Yeah but if you kill a guard post and survive the counterattack, the AI should be more weary of your actions... which is kinda the purpose of AIP.
Making each guard post work as a small-scale MKV counteratack post sounds okay though, not entirely sure about nerfing the AIP they generate.

And speaking of "last ditch" thing, shis should happen when the actual AI Home command station goes down. Too bad right now there are too many easy ways to kill the second one once its neutered.

10
Quote
What cheese is it preventing?
The most common (and efficient) strategy right now is chokepointint. And with enough planets behind the chokepoint, you will have enough energy to build way more than the current cap. So right now if you want more forts than the cap, you gotta unlock MKIIs.
Also, if you get MKII or MKIII fort and have no cap, you will have pretty much no reason to build lower marks at all. The highest mark forts are the most efficient per energy spent.
MKIII = triple strength of MKII, only double its energy cost.

11
AI War / Re: So, about 'dem turrets
« on: April 11, 2013, 06:50:06 AM »
Alright, lets see...
Basic turrets: bread and butter. MKII has excellent cost and its the first turret upgrade i unlock. Decent damage, OK range.

Sniper turret: infinite range, complete armor piercing, huge cap. They are always great to have and i always put some on every planet i have.
Spider turret: a great upgrade for the sniper, but 3000 K is quite a high cost, so its not first in the unlock priority list.

Laser turret: its kinda like basic turrets, except with different hull bonuses, and MKII+ is much more expensive, so i rarely unlock it. The MKIs are nice and are a great addition to any defensive turret pile.

MLRS: Kinda nice range lets it often cover more than 1 wormhole. The damage it deals looks extremely low. You see all those missiles flying, then they all hit and nothing happens. As with laser turrrets, the upgrades are too expensive and as result are low-priority.

Missile: excellent range, can usually cover all wormholes at once. Decent damage as well. The upgrades are expensive so i rarely take them, but generally its a great turret to have.

Lightning: Even with their cool AOE thing, they seem to be doing very little damage, even when clumped together. You place like 20 of them, and every 18 seconds (which is very long) they deal a little damage to everything around. With their limited range, the DPS seems too low. Oh, and they also have a very low cap, so 20 is actually alot.

Flak turret: Same as lightning, but even worse.

Tractor: just awesome. MKII is quite expensive but it is a massive improvement over MKI so i sometimes buy it if i have spare K.

Gravity: MKI is an instant unlock. They are really great at stalling things, especially the ones that are immune to tractors. Since you dont need more than a few per planet, rarely run out of MKI ones, and as result dont usually need MKIIs.

Counter-whatever turrets: too situational, i basically never use them even though i heard they have their uses.

HBC: great damage, MKI is extremely cheap and is usually bought either instantly or within first 16 000 K. Scale great with marks, so i often consider geting MKII and even higher ones.

Forts: Atrocious energy costs, but otherwise insanely strong. I still do believe energy right now is in state of slight OPness, so as result these things are still too easy to use. I know its alot of energy, but the advantage you get is even bigger!

Module-fort: Incredibly strong, yet comes at the same energy price as just one regular fort. It may be not as strong as a cap of forts, but then it is not NEARLY as energy expensive. Generally a great deal.

Mini-forts: those things come with a bonus of not forcing you to consider your caps, and the price is quite nice as well. Great thing to have, and with 1000 K cost, they become worth purchasing even when you have just a few systems.

12
AI War / Re: So, this whole crystal thing
« on: April 10, 2013, 09:30:07 AM »
Speaking of CSG seeding.
Daaaamn, this almost makes me want to register there just so that i can upvote this.

13
AI War / Re: New stuff on the wiki
« on: April 10, 2013, 09:28:29 AM »
Hello.
There are 2 mechanics that right now have a thorough mathematical explanation somewhere on the forums (and in changelog), but not in the categorised wiki:
1)AI planet reinforcements
2)AI Hacking response

Can we have those? I would also like some tag or category marker added to each article that gives in-depth explanation to the inner workings of some mechanics.

Right now we have
http://arcengames.com/mediawiki/index.php?title=AI_War_-_Why_Do_Enemy_Waves_Get_So_Large%3F#How_Wave_Sizes_Are_Calculated
http://arcengames.com/mediawiki/index.php?title=AI_War_-_Cross_Planet_Attacks#How_Do_Cross-Planet_Attacks_Work.3F
http://arcengames.com/mediawiki/index.php?title=AI_War_-_How_Exogalactic_Strikeforces_Work
http://arcengames.com/mediawiki/index.php?title=AI_War_-_AI_Techs (kinda)

14
AI War / Re: Nearly impossible to attack at 400 AIP and... diff 7
« on: April 10, 2013, 08:23:01 AM »
- is 400 supposed to be the "level of AIP that must not be reached" at 7/7 diff ?
No, but I wouldn't want to go that high if I didn't have decent experience at winning.  Somewhere someone did the math that converts AIP to diffculty, so 400 AIP 7/7 might be something like 100 AIP 8/8.  I can't recall the thread sadly.

Uh, i did that. But the conversion ratios are very rough, i basically only used wave sizes for comparison. Like "The waves you get at X AIP with 7/7, you'd be getting at Y AIP 10/10". AND i also used a very rough approximation for the whole exponential part of the multiplier you get at 8+.
The planet reinforcement mechanics are not on the wiki and i am too lazy to go dig em up at the forums.

But anyway, if you use this method you get diff 7 AI at 400 AIP = 218 AIP at 8 = 155 AIP at 9 = 58 AIP at 10.

15
AI War / Re: Nearly impossible to attack at 400 AIP and... diff 7
« on: April 10, 2013, 04:49:37 AM »
Yeah, with no superweapons (spire toys/ golems) and no chokepoint, at 400 AIP 7/7 does become quite a problem. Complaints about stalemates at this point are actually quite common.

If threat is your main problem, then you should probably just grab your armada (you have an armada, right? 400 AIP usually comes with alot of K), and just clear some of the more populated low-mark AI systems. Even at 400 AIP, you SHOULD be able to kill considerably more ships than the AI gets as reinforcements. Unless you are up against double turtle, but you are not.

Cleaning those planets should give you some time to do actual productive stuff, like clearing the AIHWs.

Quote
Said core planets usually gets over 1250 lvl 5 ships
This IS a big big problem and also the reason for the whole "Never set AI home systems on alert" thing. This is also the reason you clear out the low-mark border systems - that way you ensure the reinforcements dont overflow to AI homes.
You could try smuggling a bunch of lightning warheads in there, it seems to work for Faulty Logic every goddamn time. Needs some micro though.

Quote
one that will stop / reduce those reinforcements
Nope, no such thing exists. The reinforcement rates depend solely on AIP (and AI type). You can only change where these are spawned by setting planets on alert.

Quote
I'm not looking for more effective ways to defend / attack, they are all over the forum and I parsed some already.
Okay, but if you ever feel like giving up, just try doing the ultra-low AIP approach. It makes 10/10 winnable, and 7/7 easy as cake.

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