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Messages - sil

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AI War / Re: Teleport battlestations - OP
« on: July 08, 2010, 11:17:00 AM »
I made a post in the favourite extra unit thread about tele station and I do think they are somewhat unbalanced in single player as long as they are microd properly. Fact of the matter is that if you use the pause function to micro your tele stations their survivability becomes absolutely obscene. It is quite easy to hit 5-10 guard posts(normal, core or spec force) with a single stack of tele stations and have at least half survive by judicious pause button usage. It is easy to have 90% survive by moving them to a mob repair station pit stop in between insta popping stuff. I'd say that they are considerably more balanced in coop games since the amount of micro they require will usually take your full attention(if you want to use them properly).

Mines are also nasty against them. I don't seem to lose many of them to lightning turrets maybe in SP the AI just doesn't build enough? Anyway their price seems almost irrelevant to me because they fulfill an unbelievably powerful role. Against ships that they do well fighting(most ship types) they can solo waves of up to 3-400 mkIIs and do this in a minute or less with minimal casualties. Since they make turrets almost completely unnecessary I don't see how making them even 4-5 times more expensive/slow to build would convince me to get a different bonus ship, if my goal is to min/max to the best of my ability.

On the one hand I don't want to see them nerfed because they are so fun to play with. On the other it is unbelievably more difficult to play without them, to the point where their power does seem to break the game:

1. They are the 100% perfect counter for all the obnoxious fast/cloaked/tractor immune ships that the AI might send against you; in fact they are the best tool in your defensive arsenal against waves/border aggression/cpas(especially cpas), better than any other ship, better than a turret ball many times more expensive.

2. They are the best guard post and comm station killers(not sure if warp gates are immune to them).

3. With decent kiting you can probably kill any group of ships they AI sends against you with them(actually I'm sure there are exceptions, Z Mirrors, elec shuttles, melee ships would take a long time and be really tedious). They have the highest dps of any ship and seem to do solid damage to pretty much everything that moves. Realistically however, the stuff that they have a hard time killing isn't all that dangerous to you, it tends to have gimmicky attacks or be melee and/or slow. Which leads us to:

4. They MELT swarming ships. A I-III cap will take out 4-500 infiltrators/gatlings/parasites in under 2 minutes if memory serves. All the while taking absurdly low casualties. As mentioned above they destroy all the shiptypes that normally give you defensive headaches.


Realistically what else do you want to do in the game? Break buildings, k they can't do that at all so you want bombers. Raid Distribs/Data Centers/Coprocs. Pop stuff into a transport ship and 90% of ships in the game can do this job just fine. Kill fortresses, bombers again. Tele stations are the most useful unit to have in virtually every other phase of the game. I'd love to see some theorized situations in which a different bonus ship performs better(short of fighting Grav Driller, and potentially One Way Doormaster and even then they are still extremely useful).



Tele stations have the best mobility in the game, which also translates into great survivability; they have the best dps against a huge, huge array of targets; and they are sufficiently cheap to be used much like any other fleet ship. I would personally still be picking them as my bonus ship if their resource/energy/time to build cost were all multiplied by 5. Probably even beyond that.

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AI War Strategy Discussion / Re: Killing Superfortresses?
« on: July 08, 2010, 06:33:35 AM »
The best unit for killing fortresses, as far as I could tell is the Zenith Polarizer. The forts and sforts have quite high shielding and a full stack of I-III Polarizers just completely melt them usually in under 100 seconds. Of course you need to get lucky and have Polarizers in the first place.

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AI War Strategy Discussion / Re: Favourite Extra Unit
« on: June 30, 2010, 10:15:03 AM »
Teleport Battle Stations:

1. They are absolutely amazing for early defense, throw nice group of them into FRD and they will dominate most early AI threats
2. They are pretty effective against starships
3. Rapid defense
4. Raiding, have a nasty station you want to pop but raid starships can't make it? Teleport battle stations in a big group will one shot special forces/command centers easily
5. Trying to keep them alive? Macro them, attack -> move to edge of screen (missiles/bullets will instantly disappear) -> repeat

In someways i think they are a little too powerful.

I've mentioned this on a different forum, I find it very hard to play now without having telestations, at least in single player(haven't done multiplayer).

My standard planet capture tactic: send in fleet, send in stations, insta pop enemy comm station, mop up. Clearing planets of guard posts/warp gates is similarly trivial with them. Defending a 10-20 planet empire on an 80 planet map and too lazy to build turret balls? Tele stations will let you do it. Hell, I've defended pockets of planets with hostile MkI/II worlds in between them and repeatedly hopped my stations in between the action. And they make Ion cannon/Mass driver/you name it capturable planets a boon for you, guaranteed every time(barring a handful of AI types). Just jump in, pop the station, engi-speed build your own and presto! enjoy your new ion cannon. Totally bypassing enemy ships/turrets/whatever.

I definitely like playing with them, to the point where it's impossible for me to justify picking up a different bonus ship and they shape the way I play the game to the point where it feels like they break it. I can't think of any ship that I use so universally for whatever I need doing. They're the go to ship for killing anything that isn't immune to minor electric/has a forcefield around it. Defense, offense, raiding they do it all and they do it in seconds.

They might be more balanced in multiplayer given that their cap stays the same but the AI has more ships but in single player they are just absurd, they're low risk to use(in the only important sense, ie. time between losing a cap of them to a minefield and having that cap of them back on the frontline), extremely time and resource efficient, and their flaw of frailty can pretty much be ignored against a huge array of ships just by doing some decent micro(or bringing a repair station in system).

Not sure how you would fix them without breaking them(or ruining the extraordinary satisfaction you get from learning to play them well). One thing I would like is for AIs of all types to learn to build forcefield barriers or minefields around command stations if these targets keep getting popped by teleporters. Or more AIs should use grav drills, or a new type of building that just prevents teleportation. Even against Grav Driller/Mine Enthusiast, which theoretically counter tele stations pretty hard, they still make astonishing defensive units for non grav driller worlds(and defending grav drill worlds with riot starships is so easy-mode you don't need the extra oomph there anyway).

Maybe the answer is just to accept that AI War with tele stations is a completely different experience than AI War without them and go from there.

4
Everything works now. Thanks for working it out :)

5
I am playing on Windows 7 Pro. The content of output_log.txt:
Quote
Player: init engine
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 8.16.11.8681]
    Renderer: NVIDIA GeForce 8600M GT
    Vendor:   NVIDIA
    VRAM:     256 MB
desktop: 1280x800 63Hz; virtual: 1280x800 at 0,0
                 NullReferenceException: Object reference not set to an instance of an object
GameSettings.SaveToDisk ()
LicenseKeyMenu.ProcessClick_Unlock ()
ArcenButton.Render (Rect ParentBounds, Vector3 MousePositionFromTopLeft)
AbstractArcenWindow.WindowFunctionCall (Int32 WindowID)
UnityEngine.GUI+_Window.Do ()
UnityEngine.GUI.BeginWindows (UnityEngine.Event e, Int32 skinMode, UnityEngine.IDList idlist, Int32 editorWindowInstanceID)
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
GameSettings.SaveToDisk ()
LicenseKeyMenu.ProcessClick_Unlock ()
ArcenButton.Render (Rect ParentBounds, Vector3 MousePositionFromTopLeft)
AbstractArcenWindow.WindowFunctionCall (Int32 WindowID)
UnityEngine.GUI+_Window.Do ()
UnityEngine.GUI.BeginWindows (UnityEngine.Event e, Int32 skinMode, UnityEngine.IDList idlist, Int32 editorWindowInstanceID)
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
GameSettings.SaveToDisk ()
LicenseKeyMenu.ProcessClick_Unlock ()
ArcenButton.Render (Rect ParentBounds, Vector3 MousePositionFromTopLeft)
AbstractArcenWindow.WindowFunctionCall (Int32 WindowID)
UnityEngine.GUI+_Window.Do ()
UnityEngine.GUI.BeginWindows (UnityEngine.Event e, Int32 skinMode, UnityEngine.IDList idlist, Int32 editorWindowInstanceID)
 
(Filename:  Line: -1)

Cleanup player


To clarify: the game worked as version .40. I then uninstalled it with the uninstaller in the Tidalis folder and then reinstalled using the .407 installer. Thanks for the help.

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I pre-purchased the game a while back since I really enjoy AI Wars and Tidalis also sounded fun(which it is). Today I finally got around to updating it past .40, which basically involved me uninstalling the previous version(which I'd activated) and then using the .407 installer. Now I cannot seem to get the game to activate. It prompts for the license key at the start. I put it in, press button and nothing happens. If I put in the wrong key it says something, with the right one it does absolutely nothing. I try to play a new adventure or a quick game and the game just reverts to the main screen.

What am I doing wrong?

Now that I play with it a bit more, nothing works since I installed the new version. I used the uninstall program that comes with the game...

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