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AI War Strategy Discussion / Re: Tachyon Radiation?
« on: May 17, 2013, 06:37:29 AM »
I added "Tachyon" to the AI War Glossary.
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Two zeroes would almost always work too, but wormhole guard posts would be attacking for 0.2 in that case.Wormhole Guard Posts' relative attack strength doesn't need to be preserved. Their attack is token, existing only to make associated mobile ships wake up when your ships draw near.
Why should it use square of the radius? If it isn't just going to use radius, it should use cube of radius since ships are three dimensional objects?It's not so much about realism as balance. If you add up all the radiuses of ships in a cap, you tend to get much lower totals for low-cap ships than for high-cap ships. So it's much harder to boost the attacks of a cap of high-cap ships. If you instead look at the squares of ships' radiuses, the total per cap is approximately independent of cap size. (There's great variation between ship types, but those are the trends.) This is the point I was ineloquently trying to make in this post a while ago. The graphs show that a cap of high-cap ships should be just as easy to boost as a cap of low-cap ships (on average), but this contradicts players' experience.
I just corrected the Armor Boosters entry on the TZR page and updated a number of other entries; if someone with wiki access can think of a good description for the nanoswarm (or just copy the game's one) to replace the Mimic entry I'd appreciate itDone. I just used the in-game description.
Sorry, I should have been clearer: what I've experienced is a Neinzul Enclave Starship dropping its drones due to the first Fallen Spire shard thingy, which at present does count as an enemy ship. I'm not sure whether SFGPs and CSGs cause the same behaviour; I'd just assumed they would as the patch notes didn't state otherwise.Now that there's logic to identify these as non-threats, would it be practical to have them also not trigger certain offensive behaviours like the launching of Neinzul Enclave drones, Spire Blades, Tackle Drones, and the various drones from champion or modular fortress bay modules? It's annoying to have a Neinzul Enclave Starship constantly dumping its load due to a non-threat.No need to mantis in this case, I'd actually intended those behaviors to be impacted too but I guess it didn't work out that way; will put on list for next release; thanks for pointing it out.
Also, could that first shard thingy that spawns on the player homeworld in Fallen Spire be treated the same way?
I can Mantis this if desired.
Special Forces Guard Posts and Core Shield Generators are now never counted as Attack or Threat on the top bar, since players commonly leave them as-is and they're (relatively) innocuous.Now that there's logic to identify these as non-threats, would it be practical to have them also not trigger certain offensive behaviours like the launching of Neinzul Enclave drones, Spire Blades, Tackle Drones, and the various drones from champion or modular fortress bay modules? It's annoying to have a Neinzul Enclave Starship constantly dumping its load due to a non-threat.
More seriously, if these can find their way into another text-issue compilation, I can get them the next time I take a swing at that.Done: Mantis 11485.
Ah yes, so it can. Still, "MRS" is pretty cryptic. Anyone know if it works with Mini-forts or the Modular Forts with repair capability?QuoteUnder CTRL there's still an option like "reclaimed ships gather at MRS" or similar. Need to rename MRS --> MSD.I don't think that's a bug. It can refer to the MSD or fortresses.
Sorry if I sounded rude. Last time I saw such a break in a thread it was because someone had responded to a post by a sophisticated spambot, which was subsequently deleted. I'd just thought something similar might have happened here.press F3, then press Ctrl+Shift+F8
...\steamapps\common\ai war fleet command\RuntimeData\Data
...
I'm not sure which I find more befuddling, the fact you gave an answer already given by Chris, or the fact you just answered a question posed in 2010
I don't want to rob you of your critical reading skills by explaining.
press F3, then press Ctrl+Shift+F8
...\steamapps\common\ai war fleet command\RuntimeData\Data
Sniper & Spider Turrets:So previously, Sniper Turrets got a higher attack bonus against Raid Starships (UltraLight hulls) than most other ships. I think that meant they would tend to auto-target Raid Starships ahead of most other targets based on the usual logic about maximising damage (not certain because I used to target them manually). And that's what you want, as Raid Starships are incredibly dangerous, and their radar dampening, immunities, and high armor mean Sniper Turrets are one of the few defenses that are effective against them. But now, Sniper Turrets get the same bonus against Raid Starships as against a variety of other common targets. So do they still preferentially target Raid Starships, or have we inadvertently made them "dumber"? Would it be worth slightly increasing their bonus vs. UltraLight hulls to improve their "intelligence"?
- Bonuses from 5x vs CloseCombat, 4x vs Medium, 4x vs Polycrystal, 6x vs UltraLight => 5x vs same types.