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Messages - soMe_RandoM

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AI War / Re: Reactions to Ancient Shadows and Suggestions
« on: August 22, 2012, 10:30:18 PM »
I feel that all other nebular give to little XP. i completed 3 spire camp and i could hardely reach any level. i suggest that when its all fixed to quad or even entire system to increase xp range. because in other nebular that don't have spawning ships that, i feel problem is its to much of OSHITZ i was out RANGE THIS ONE SHIP now im doomed feeling. this happens all time at start of spire one. if you increase XP range in nebular by allot maybe even entire system, and lower xp gain from ones u complain about but keep range. it work out fine. in end 3 nebular system should give you to unlock m4 sheilds, hopefully, and maybe standard turret range, and 1 bonus turret / modual range. eg Heavy beam. lvl 24 on old system gave me that. however i was stupid and bought 1 extra thing and couldent get mk4. -_-. also what i hate is when beat system with 50-100 ally faction units, that go to next system and kill all guard post within 2 hops. it devastates me since now all that xp gone. so i suggest have XP gain radius increase massivly. Xp with ones where limited xp where u cant grind, and im happy to grind because it better xp but, other ones i dislike because missing out on 1 death huge %. and have them clear 2-3 systems of guard post that u missed out on since they split it hurts allot. so i prefer other 2 than new ones since it hurts u less to miss few ships here and there. however other 3 hurt so much.

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AI War Strategy Discussion / Re: Scape Goat
« on: August 21, 2012, 07:21:13 PM »
Thnks for change, as of  5.068. Goats are great. Some_Random is wrong but doenst matter that much ^^. Guess We could Add trivia to wiki on every unit in game and first trivia would be for goats. :P. So how is wiki done? is it manual entrys? could wiki be updated using exported ship list? using mysql ecter? WIKI question YAY. interesting im going restart my game, start clean start save. then update game. i think now ill search games based on whatbackwater wormholes are on system instead stuff ^^. i like nes repair. try spire.

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AI War Strategy Discussion / Re: Scape Goat
« on: August 20, 2012, 09:47:48 PM »
I Recovered my Old account Thnx to Keith ^^. been long time since i been on fourms and with this account. Tech, it could work same way just that logic behind it should be same. it die instead of other high health units, at cost of its own life and replace lower max hp units with cost own impossible to repair health pool. Guess they be fixed to be worth purchasing sometime before release.

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AI War / Re: Spirecraft Sapper and Shield Pulse?
« on: May 28, 2011, 10:51:48 PM »
actually i found other hidden ninja, unused sprites. and would like to know why they weren't implemented and also suggest that as unit.
disclaimer, i dont really know names of sprites, but i remember seeing them.
there was zenith wormhole generator kinda obvious what that be used for,
also there was experimental* ninja cloaked leech  star ship *spice things up. it uses very very old leech star ship image but different (longer).
so does any dev care to explain these left out awesome units that could be used as idea in bug tracker?

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AI War / Re: The Next Expansion
« on: May 21, 2011, 02:22:56 AM »
I'd kind of like to see a persistent universe storyline, epic hero space opera style, with one man wandering the underbelly of a divided galaxy building an army to challenge the AI for domination of the broken remains of the former Human Empire.  In this version, you would control your alter ego Trader/Mercenary with a single ship in a barren post-apocalyptic RPG style universe, wandering freely from system to system, trading to make money, questing to gain faction favor and influence, and gathering information on the different factions in each system.

Each faction controls one or more systems with the AI as gatekeepers right on top of the only wormhole out of this little corner of space.  The Zenith guard their wealthy systems with Border Golems that no one in their right mind would challenge... without the assistance of the Spire, long isolated over the other corner of the map.  And surely the Rebel 'X' faction in system 'Y' that just developed technology 'Z' would make powerful ships provided they're paid with resources from Human Pocket Empire Number One, much to the displeasure of Human Pocket Empire Number Two through Five.  I envision lots of NPC interfaction traffic; trading ships, courier ships with secrets about the AI or other Factions, criminals on the run to capture for brownie points, research vessels with technology to barter, space pirates, star ninjas, and even robot ninja pirate zombie factions!  Of course the AI could care less what happens in this corner of the galaxy, so long as the fleshling plague doesn't escape quarantine to the rest of space and stays the hell away from the restricted worlds.

Missions would arise organically from the interactions between factions as you jockey for power, influence, technology and allies.  Once your Human Coalition manages to acquire enough resources, technology and allies to challenge the AI Gatekeeper, you break through' into the regular AI Wars map like the Spire campaign, or 'escape' like a standard AI Wars campaign now controlling the entire resources of the local system cluster and the wormhole back to the Human Coalition Space.

I think it would be awesome to see what kind of gestalt would arise in a game like this coupling multiple factions with the AI Wars style AI decision making.  Simple rules interacting in countless ways would create a supremely replayable universe.  A Galaxy Without Wind.

this make game infinitely playable, you could play same map over and over, is Civil war still on while this happening meaning its Ai v Ai while under protection of Ai untill point of betrayal? or it like captured civilian things u see in home world-er ai? :D

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AI War Strategy Discussion / Re: Doom Grind
« on: May 20, 2011, 12:05:29 AM »
well what happen one game i had mark 3 full cap of FF, and Engineers mark 2 Full CAP, i gate R&##$ by 500 CORE BOMBERS, they instantly destroyed my one FF after one volley.

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Mega watt Super colliding super Defense
Strategy is basically when you have enough defenses to hold of an AI attack without needing fleet ships to support it, then you can move out, this requires you to wait for some time being passive, waiting until defenses on your home planet can withstand enemy attack it. once this happens you tend to be very aggressive, trying to take as many planets, as you can before AI wipes out your fleet. what tends to happen is you lose your fleet but defenses at home don't get destroyed meaning you can take more planets, more planets you have stronger your defenses get, i used this strategy against, doom core back in they 3.0 days, and Core use to only spawn few ships, now you basically have to do this strategy to survive an extra minute against doom core.

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AI War Strategy Discussion / Re: Doom Grind
« on: May 17, 2011, 07:24:02 AM »
i plan on doing that, i tend to have all modifiers on (excluding waves modifier), maybe that why so hard but i dont think showing no wave warning mod, should make it any harder beside not knowing what and when it is,
also dos advance warp sensors work when you got no wave warning mod on? like show basic warning? if not then suggestion?

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AI War Strategy Discussion / Doom Grind
« on: May 17, 2011, 05:21:11 AM »
it seems that last time i did doom it is much more of grind with the core as it use to be. no it really hard. its nearly impossible without handicaps, and lower difficulty significantly. never use to be that hard, i don't know why but i  just cant even make first hr. when it was only ZR, i was able to survive for 37 hrs turtling against core and special forces caption then it got to hard since most tech was behind mrk 3 wormhole planet with dyno sphere that hostile to all -_- but that beside point what am i doing wrong, and it seems that for you to survive doom you need to follow an opener that relys on heavy defense, when usually i could taken at lease 3 planets by first 3 hrs. (dont want AIP to get to high). wondering if you have anytips on getting past first AI wave of 300 core ships with 2 spires, and 500 mark 2 ships -_-, it never use to be that high, :D 9 not as bad but i want to get god like out way, and could have if updates didnt happen all time where they change maps and all :D

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AI War / Re: The Next Expansion
« on: May 15, 2011, 06:18:57 PM »
if PvP would be consider at all it whould have to be PAIvPAI
then it morphs into PPVAIAI, once ai turns on P

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Neinzul Enclave Star ship + super Cloak
basically you want enemy to attack you when you have overwhelming force.
Set Up: get few super cloakers and set them to rough cover an entire fleet of long range ships
once they get close to full cap, then ship start revealing them self since they can't be cloaked any more. so what happens is AI starts coming towards your fleet.
what happens, when you reach X amount ships, that can kill X amount ship only when at full cap or desired X, then this super cloaker allows for this as when X+1 happens enemy ship start coming towards you X+1 Army. the +1 is extra ship that need to not be can't be claoekd by super cloaker. so what happens is you ship build up to X then once they get Y>X then enemy comes meaning its automated attack.

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Nuking Grounds
this strategy includes using a planet that has very little use (ex: 1 crystal) and using it as place where you place very heavy defenses where when AI attacks it for AI to break it they would need at lease over 5,000 ships. meaning when shields go down and nuke goes off you know that its been worth it (exception FF immune ships), or you could lead enemy into large contested but worthless planet and plant Nuke there to set off, when battle is lost. (at end of every game i feel i just need to nuke crap o AI home surrounding planets when free to do so)

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let this be list of all tactics and strategy used in AI war.

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AI War / Re: Favourite start ship?
« on: March 10, 2011, 02:59:44 AM »
Spire Blade Spawner: well they awesome on defense and ai close near my uber force field at home (all mrk 3) instant repair, full cap MRS, they have no chance as well blades do some what target distance units on offense and u tend to have to go towards those units to get benefit from it

space planes: i love these things you can do deep striking well if you have cloaking boosters with them, love them as radar dampening and kiting. and good at siting out side force field guard post range and slowly taking it out.

Parasites: love them as they unnerfed just recently for able to reclaim mark 1-4. yay for buff!

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AI War / Re: How Often Do You Pause Your Game?
« on: March 08, 2011, 04:47:09 AM »
i pause it a lot like when im going around managing economy, (energy, ecter). i also pause when im planing in battle (epic speed) and when im on defense as well, so i can look and see what ships need to be counter first with what then set target preference for my ships then blob them in. its just my gaming style slow turtle, i dont take planets often like 1-4 every 10 hrs, if im lucky i can get raid star ships to take 3 planets early game but that it.

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