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Messages - snow2.0

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A Valley Without Wind 1 & 2 / Re: Learning The Game, FAQ, and Wiki
« on: December 02, 2012, 09:01:30 PM »
Um, yea. I still don't know what those NPCs and their buildings actually _do_ for me, when i build them.

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A Valley Without Wind 1 & 2 / Re: Enemy Drops
« on: April 29, 2012, 06:58:34 AM »
I'm not far into the game, and maybe my oppinion will change if i unlock some more content.

At the moment, my only gripe are the green fairies i unlocked by killing some of the flying black cloud things (i think there's bats in there?) because they were too annoying to avoid at their speed.
When i first ran into the new fairies, i found them impossible to defeat. They resisted the AoE spells i brought with me, and spewed out clouds of 4 little fairies per attack... times 5. Never saw 5 bosses at once either. Welp. Could only run away.

Some balancing aside, i like the resemblance to AI war, where you're (generally) sneaky and quick about conquering the galaxy, rather than bruteforcing your way through all enemies you can find.

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AVWW Technical Support / Re: Steam demo mess-up
« on: April 27, 2012, 09:12:12 AM »
Thanks for this.

I saw a couple reports about this on the Steam forums too. I sent a message up the line, hopefully Valve can get this fixed quick.
Sorry, didn't know there was a steam forum for avww as well. When i checked on release i didn't see one.

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AVWW Technical Support / Steam demo mess-up
« on: April 27, 2012, 08:07:59 AM »
http://imageshack.us/photo/my-images/839/steamavwwbug.png/

The demo shows up as downloading.

I didnt take a screenshot earlier; it appeared this afternoon next to the installed AVWW. When i hit "delete local content" on the demo, it disappeared.
As i tried to start AVWW again (it showed up white, like it was installed), it instead started downloading the game again, while also re-adding the demo.
"-downloading" stays on, but doesnt actually download anything.

Simply starting the game works without issue.

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I'll just leave this here
http://www.outofeight.info/2012/04/valley-without-wind-review.html

And to add my two cents:
I feel this game has come a long way since i tried an earlier version. All i remember is killing a few guys that didnt give me anything and getting helplessly lost in buildings i found.
Now it's much more accessible... and after i've read somebody comparing it to metroid*, i like it even more. Didn't see it in that light previously.

*(which i played some time in the mid 90s? the good old 2ds)

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Tidalis / Re: 85% off Tidalis on Steam (daily deal)
« on: August 24, 2011, 03:59:21 AM »
Wow thats a big sale.

Tried it before, found it really nice but didnt get it because i'd recently picked up Lumines.
With this, i've got all your releases :) hope you can continue on with great games!

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AI War / Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« on: August 29, 2010, 06:07:25 AM »
Roaming Enclaves hang around at wormholes and retreat at 50% health.
If there's something annoying on the other side, they retreat again.

FRD Ships dont target them fast enough, however, so they get to regenerate and build up ships. They're pretty much indestructible without microing fleets on 2 planets to immediatly shoot them.

Meant to be this way? :S

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After Action Reports / Re: I hate this ai
« on: February 23, 2010, 11:00:21 AM »
old version/freed ships by devourer?

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AI War / Re: Minimizing Micromanagement
« on: February 16, 2010, 04:06:11 AM »
Come on, heads up.

The reviewer doesn't even manage to write a proper introduction to the game.
Neither does he give any explanation of HOW things that the game promises did not work out for him.


His review is very much like the first one on metacritic
Quote
Howie G. gave it a 3:
Maybe I'm a complete idiot or something but I can't wrap my brain around this game. I've played for many hours and the instant I leave my home system I get obliterated every time by the AI even on the easiest setting. Seriously. I can't even dent them as if the game is bugged or something and they walk over me like I've got my head stuffed in a baboon's backside... Most of the time I can barely comprehend what's going on and the sheer amount of management required to even get the ball rolling is overwhelming. Keeping track of what's going on in just one system is difficult and if I had ever succeeded in capturing another my overtaxed (and admittedly tiny) brain would probably have exploded... I don't really like this game much. Way way to much to keep (and lose) track of.


A valid personal experience with the game and perfectly unusable as feedback.

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Gates are sources for wave type attacks. If there is no gate next to a planet you own, the AI can't sent a  wave to attack it. If there's no gate adjacent to your planet, waves may be sent to further-off planets without being announced to you. I'm not sure if both AIs require a warpgate next to you or if one is enough to prevent this.

Other attacks can still come from this source, unless blocked in other ways (i.e. killing off all special forces guard posts that way)
I dont think there's any way to prevent a cross-planet-attack or part of one.

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AI War / Re: AI home planet done, still produces units?
« on: February 14, 2010, 06:38:14 PM »
grab the latest patch if you are running beta versions.
There was an issue with reinforcements sent to destroyed guard posts in systems that you have already freed/overtaken.

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AI War Strategy Discussion / Re: n00b Qs
« on: February 14, 2010, 11:41:01 AM »
As tharg was already asking about the captive settlement he found, i'd like to add my own question about them:
If i have multiple settlements (I've got homeworlder AIs in my current game), will the waves progress to 3-6-9-12... or 3-9-27-81... ?

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AI War / Re: Shuttle trouble.
« on: February 10, 2010, 01:56:22 AM »
How is damage actually calculated then?
Until now, i guessed that the attack value was the damage/hit, before shields etc, and adjusted according to target weakness/strength.
What do the values shown indicate at all?

So far i've assumed that the Attack value showed damage done per shot, before defenses (shields, weakness/strength).

Now, in this example i have 7 shuttles with 3k attack each one-hit a frigate (-fleet of 150).
My previous assumption would've lead to an estimated damage of 21k, less than a frigates total 'health' and still before whatever defenses might be applied.



Edit: a bit of search-use (why is "relevance" the preferred order? how is something from mid 09 more relevant than any recent update?)
i've found out that shuttles have been boosted in 3.0, and that from 3.015 on to the unstable versions the nerfstick is continually beating away at them.

Well, nice. Those things had me scared. In fact they still do; just annihilated half my fleet by accident... again. The only counter for them in AI hands is bringing more ships with loads of HP and carefully navigate them around the border of the brizzling death zone. Or micro-managing the engine-crippling which i dont really see as an option. (Fun, not work, eh?)

Now, my question remains, what good is the attack value displayed? From the quote up there i gather that ships do not only use different weapon types for fun, but apparently also have armor of various kinds that is, however, NOT shown.

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AI War / Re: Demo trouble.
« on: February 10, 2010, 01:15:33 AM »
What you want to do is leverage the long range of the best frigates you can buy and pummel them from afar. The other way is to use a few "spotter" ships to set off the shuttles (takes more if you're playing with the latest prerelease since the shots are now staggered  ::) ) then rush them with as many fighter as you can manage.
Of course i realized that my frigates have a range of 8k or that i could use their few seconds of reloading time, but i've set the game to fast fights, and even if i can micromanage it in this small fight, i dont see how it would work out in larger engagements.

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AI War / Shuttle trouble.
« on: February 10, 2010, 12:57:40 AM »
Hi,

I'm currently playing the trial, or trying to.

In a game against 2 ai4s, i've run into a bit of trouble: the second planet i want to take is a mark4 with an Advanced Research Station, but very lightly defended as is.
First there were about 60 defenders, which i quickly reduced to 16 hovering around the command station. Now, however, there are 7 electric shuttle mk4s among those, and the lot of them together seem to evaporate everything on contact.

I've looked at their description, and i really dont see how i'm supposed to proceed here. It says they have 7k range, and supposedly have -100% for frigs, bombers, fighter and laser gatlings, which is namely everything i have. Sending those in, however, they go poof in the first lightning strike.


Bugged or am i doing it wrong?

The -100% refer to them doing NO damage to fighters or frigates, dont they? Also, what do the xxx s mean, next to every ship type in the good/bad list? I do recall my standard and MRLS (or whatever :D) turrets wouldnt even fire on Tanks.

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