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Messages - platinawolf

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AI War / Re: AI War Beta 5.076 "Clusters Of Pain" Released!
« on: September 04, 2012, 03:33:29 PM »
So you handle all waves with a mobile force, and spread out your turrets to support your mobile units against waves?

I only play at 7 / 7.3 so ^^* But I usually have one wormhole I expect trouble from and while I'm gathering the crystals I still have a few worlds that could throw a wave from them unless I pop their gate. But all hostile wormholes are in the same system, just different part of the same system. Once I get all the shards its AI stomping time :P In the meantime I use mostly my towers to keep safe, together with any modular fortress I've managed to get from my champion as well as a truckload of dyson's (If I'm lucky to get the dyson within 9 jumps) and doomshrooms. Most of my (massive reclaimed) army is offworld to reduce the lag from all those things trying to target stuff.

Uploading savegame if ya wanna take a closer look :P It's far from perfect and I usually collect more crystals before reaching so far out but with both a Super Terminal and other goodies spread around I cleaned house earlier than usual. At times I do get massive clusters of nasties on my doorstep but its not that bad as long as you keep knocking them down.

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AI War / Re: AI War Beta 5.076 "Clusters Of Pain" Released!
« on: September 04, 2012, 01:19:26 PM »
I usually play on X style games with fallen spire... I usually take all planets within 3 hops radius (I start at the edge of an x) and then knock down all but one warp-gate to make all waves come from a specific wormhole so I don't need to spread my turrets (any border agression is dealt with by fleet/fortress). Other than that,,, No warp-gate raiding and I do tend to have very high AIP. Though in my latest game I had a botnet golem, a 10/10 Dyson Sphere and Super Terminal all within the local cluster. I let the DS gather strength, then I popped the AI terminal and let it roll on for quite a while (Ended up managing to kill most dysons). I used a Penetrator to kill the terminal about the time where the dyson's wouldn't be able to keep the swarm back. Total AI reduction? 250 or something crazy like that... If I didn't have the dyson to aid I'd be toast (not to mention the penetrator) waay earlier :)

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AI War / Re: AI War Beta 5.064-5.067 "Abilities Unlocked" Released!
« on: August 20, 2012, 09:38:59 AM »
Thank god for the tackle drone change (blowing up at edge)! Now I can finally keep my army on the map! *Mourns the thousands of ships that have been blown to far away to recover* To bad it doesn't apply retroactivly,,, Oh well :P

And the AI is very pissed at me atm,,, At 587 AIP, one chokepoint, we both have tackle-drones... And I've only gotten 1 ARS (The others are out in AI territory, hard enough as it is to get the shard's home!). Oh well, atleast I can clear the blob guarding my wormhole with a wellplaced martyr and I can make the tackle-drones a non-factor with massive amounts of Shield Bearers... Just hope I have enough asteroids to last through all the shards,,,

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AI War / Re: AI War Beta 5.064-5.066 "Abilities Unlocked" Released!
« on: August 19, 2012, 08:15:54 AM »
Any chance we could get the (AI's) tackle drone's to be affected by the gravity well of the planets?

On planet Boatqa one tackledrone launcher is waay off into nowhere playing with a dyson gatling,,, And there's no way for me to deal with it other than to bring in snipers,,, Sure, the tackle drone's are powerful but,,, When they are causing ships to be bounced off that deep into far space there's nothing you can do about it unless you happen to have snipers available.

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AI War / Re: AI War Beta 5.061-5.063 "*Tackled*, Medic!" Released!
« on: August 18, 2012, 05:26:37 AM »
Just started a new game with those Tackle Drone Launchers, and they might be a new favorite of mine. Seeing them fling the AIs ships away is just too much fun to watch. One thing that concerned me though was they still try to attack a target if they are immune to area damage, which mean they could sometimes just be a waste. Right now they are sitting there and repeatedly pushing back 3 missile frigates without doing any damage to them. Guess I should go post this on Mantis. Hopefully I remember my Log-in, its been a long time since I've been on there. College hasn't been kind to my gaming time, so I haven't really played in a long while.

I liked em at first to,,, Until I faced them in battle from the other side,,, I pushed their blob away and they pushed my blob away,,,

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AI War / Re: A Lack of Hats
« on: August 17, 2012, 11:00:53 AM »
Oooh, what a lovely idea! But I'd much rather they keep implementing new units and new types of champions :) *Imagines a tier 10 champion and cackle's at the mayhem*

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AI War / Re: AI War Beta 5.061-5.062 "*Tackled*, Medic!" Released!
« on: August 16, 2012, 08:56:57 AM »
Oh, isn't the Ion eye supposed to go poof when you build a command station?

No, they go poof when you destroy all the guard posts.

Hmm,,, Could have sworn,,, Then again, I've only used that when I've been against stealth posts ^^*

*Peeks at wiki for the normal eye* http://arcengames.com/mediawiki/index.php?title=Eye  Seems like they should go poof ^^*

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AI War / Re: AI War Beta 5.061-5.062 "*Tackled*, Medic!" Released!
« on: August 16, 2012, 02:13:41 AM »
I looove the tackle launcher! Sure, it doesn't work against tractor immune stuff but *Shrug* Not much does against those ^^* And it does sepparate the tractor immune stuff from the normal ships *Cackles* Fly me pretties, Flyyyy!

Edit: Ooh,,, They are totaly moronic with forcefields... Keeps launching drones at ships under forcefields ^^* Planet Tiyias.

Oh, isn't the Ion eye supposed to go poof when you build a command station?

Edit 2: Looks like the tackle drone's explosion push construction back, can be viewed at Sefanphi. I assume its a bug?

Edit 3: Its worse than that, it kills logistic command centers even when fully built ^^*

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AI War / Re: Achievement Wording
« on: August 15, 2012, 11:37:12 AM »
What exactly is the formula for calculating wave size? If 13 is a division by zero,,, wouldn't stuff above 13 result in negative waves? Unless ofcourse that part is squared ^^*

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Off Topic / Re: Windows 8 Thread
« on: August 11, 2012, 11:29:21 AM »
How to end Windows processes like a pro

CTRL + SHIFT + ESC

Blind type the exe name up to 3 characters

hit ALT + P
Enter

Process closed. Works even if you can't see the task manager (it will ALWAYS have focus when you hit CTRL + SHIFT + ESC) just make sure you actually have it set to start on the process page.... otherwise alt p does nothing ;p

Appears to be Alt + E in windows 7. Once again, MS randomly changing stuff for absolutely no reason. Rage!

Alt L in swedish,,, As in the L in avsluta...

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AI War / Re: AI War Beta 5.052-5.055 "From The Shadows" Released!
« on: August 09, 2012, 03:07:28 AM »
*Shoves money down Arcen's throat and gives a hug before going off to play with new toy*

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AI War / Re: New unit idea(s)?
« on: August 01, 2012, 05:17:59 AM »
Repair Drone.
30 M/C cost, 1 sec built-time, Nenzul Enclave only
30 secs lifetime, unlock mk 1 and 2 when you unlock Engineer MK 2. Repairs at 0.1X normal speed outside of supply, inside supply repairs at 1X rate. Can't help build, only repair units. Movement speed like the other Drone's (96 if memory recalls).

That way, if you can get the Enclave to a safe spot they can rebuild and repair without having to return to "home soil". *Puppy eyes* Pleaasee?

13
AI War / Re: About that AI Eye...
« on: July 31, 2012, 08:55:18 AM »
I'd soo preffer if they matched FP instead of unit number,,, Just imagine bringing in a botnet gollem, the Eye would go nuts!

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AI War / Re: Potential CTRL option (to buff enclaves)
« on: July 28, 2012, 03:03:34 PM »
We need a way for enclaves to create starships. MK3 enclave producing an enclave spore mk3 that after 1 minute turns into an enclave mk3. :P

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AI War / Re: Potential CTRL option (to buff enclaves)
« on: July 28, 2012, 01:16:10 PM »
To make it clear, I want it all to come out if toggled. If you want another option for drones (and maybe younglings and melee too) only (which I'm sure will be popular) that's fine, but I want it all. My playstyle is unique so I understand if it is not perfect, but I think anyone who makes a youngling or drone or melee unit wants wants it to be FRD so they are useful.

I'd be perfectly fine with everything aswell. The stuff that dies is usually the younglings n stuff, if I have a few stray fighters or bombers or stealth battleships *shrug* Not a biggie. Would be nice with the ability to keep them reined in so they stay in the same system as the enclave though, for when you escort shards n stuff.

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