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Messages - lanstro

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1
AI War / Re: AI War Beta 5.013, "Resurgent Underdogs," Released!
« on: August 02, 2011, 11:37:59 PM »
The tinkering around the armoured warhead just goes to highlight how much better matyrs are than warheads :)

As for AI ships that make the game far more difficult, we've had far more difficulty with spire maws than battleships in recent games.

2
AI War / Re: How many of you play "Ironman"
« on: June 06, 2011, 11:27:24 PM »
Our games tend to last about 10-18 hours, and on average we probably save-reload once every two games.  We only do it when someone's made a really really stupid mistake.  Most of the time that involves totally not spotting 3 raid starships slipping in and hammering our home planets.

3
AI War / Re: How Often Do You Pause Your Game?
« on: March 07, 2011, 09:05:34 PM »
Never, since I play multiplayer.

4
AI War / Re: New campaign - recommended minor factions
« on: March 01, 2011, 07:03:49 PM »
It also makes those waves interesting when there is a golem between you and your home planet (which has a fairly large wave aimed right at it) and no other way to get around it.  Talk about nail-biting action there.  *shudders*

That's what transports are for!

5
AI War / Re: New campaign - recommended minor factions
« on: February 27, 2011, 06:46:01 PM »
Devourer is excellent value.  Keeps you on your toes and opens up dynamic strategic possibilities.

6
Off Topic / Re: Magicka
« on: February 13, 2011, 09:02:54 PM »
Looks like the multiplayer issues are mostly fixed - can get 4 player games to run fairly smoothly now.  Hilariously good with 3 other good friends, with plenty of cussing over the accidental (and occasionally intentional) friendly fire.

Hopefully they take the base mechanics and build on it, this has the potential to be a very good game.

7
Off Topic / Re: Magicka
« on: February 04, 2011, 10:57:49 PM »
It's quite crash-tastic, but when it does work it's quite good.

8
AI War / Re: Zenith trades - Ion cannons
« on: February 03, 2011, 08:00:00 PM »
Haven't noticed this recently - Mark V costs 130mil?

Geez, assuming a standard economy with +1000 minerals/crystal per second, that would take 36 hours to build.  Assuming you build nothing else in the meantime.

Seriously?

9
AI War / Re: Do you feel Transports are too weak?
« on: February 03, 2011, 05:36:20 PM »
The balance seems alright right now.  Maybe you could make them a little bit cheaper, but durability seems at about the right level.

The last game I played, they were almost completely countered by gravity rippers, which made them almost useless when used without decoy transports.  However it's not every game that you get gravity rippers. 

10
AI War / Re: Is Anyone Getting Desyncs in 4.072+?
« on: January 28, 2011, 12:38:17 AM »
How'd I check that?

11
AI War / Re: Is Anyone Getting Desyncs in 4.072+?
« on: January 27, 2011, 05:53:55 PM »
Yeah we managed to continue those games.

Still pretty annoying since every time we loaded, we had to wait for each client computer to synch up to me (the host).  What'd happen is the game would 'pause', and in the score screen you'd see:

Player 1 [turn = (for example) 10000]
Player 2 [turn = 10000]
Player 3 [Wait = 1436.  Turn = 9999]
Player 4 [Wait = 1243.  Turn = 9999]

Then every 20 seconds or so the 'Turn = ' goes up by a few, and the 'Wait' reduces by 50-100, and then it freezes up, so then it'll say something like:

Player 1 [turn = 10001]
Player 2 [turn = 10001]
Player 3 [Wait = 1346.  Turn = 10000]
Player 4 [Wait = 1190.  Turn = 10000]

Rinse and repeat about 15 times and the Wait will finally go down to 0 for all players, and then the game continues as normal.

12
AI War / Re: Is Anyone Getting Desyncs in 4.072+?
« on: January 27, 2011, 06:18:31 AM »
These are the saves we made when it desynched.  Not sure whether you can replicate the desynch since if you load the saves it might just continue the game as if there were no problems.

13
AI War / Re: Is Anyone Getting Desyncs in 4.072+?
« on: January 26, 2011, 05:36:14 PM »
Over a 3 hour lan session yesterday we got 2 desynchs in quick succession in the middle of a CPA - will post saves later when I get home from work.

14
AI War Strategy Discussion / Re: Problems with AI Raid starships
« on: January 19, 2011, 12:36:15 AM »
Especially if you're playing against a starship commander, gravity turrets are key to slowing those buggers down for long enough for the rest of your stuff to kill them.

15
AI War / Re: How's multiplayer lately?
« on: January 17, 2011, 10:01:26 PM »
The costs were increased because of how easy it was to both get lots of resources and how easy it was to get the traders in your system. However, with it being much, MUCH harder to get the trader into the systems where you want stuff now, maybe a cost nerf to the goods are in order.

Well if the concern was that the trader's goodies were too easy to get, then I'd much prefer that they just bumped the costs up a lot and kept the old pathing, so that at least we saw the golem once in a while.

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