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Messages - soMe_RandoM

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16
AI War / Re: This AI is awesome.
« on: March 05, 2011, 08:58:17 PM »
wow 9+ are awesome, i love how there an giant leap from 7.8 to 9+ the difference in tactics is awesome. for example AI waves, the AI sends the wave to ??? so they can then wait till they have ether more fire power or overwhelming forces to take you out. this most unique aspect of 9+ and doom is fact that no matter what they never directly send waves to you. because of AI doing this it somewhat buys you time to recover from attacks but they much more brutal than normal waves basically think of it as CPA every wave but only units from wave. this however makes game more interesting as you can in fact find these waves while they building up and some times when i done this AI has decided to attack and run away with units to one of systems it was going to attack thus leaving my fleet to deal with remaining AI forces on planet. and when you do successes in taking waves out they are good but it risky as they basically stalking the planet, and it can be anyone planet, however scouting is awesome, just in notes write down reinforcement numbers of planet then go check once while, and if there big jump then it AI wave. for this cant wait for day where they introduce 10+ (11,12,ecter).

17
AI War Meeting Grounds / Re: New player looking for group
« on: March 03, 2011, 07:45:47 PM »
whats your difficulty preferences? im in Australia as well. this be my first m game.

18
i was versing Ai type with counter post on most of it planet. and i was thinking after tanking one and losing system. i was thinking that with counter post if you sure you cant take planet out while defending from wave. is you could neuter planet your taking then used few star ships to take out guard post, then have rest of your fleet take wave out. i know that its longer but much safer as when i tried hit an run tactic most of my fleet got destroyed. and this is for planet higher than mark 2 or planet where raid star ships are less likely to get pass and do enough damage.

Ahh question has anyone ever got Exo-Galactic warp post on ai planet and ever used them for reinforcement? because i have an idea on how to effectively use them.

19
AI War / Re: Planetary cloaker
« on: March 01, 2011, 07:30:18 AM »
it been said that cloaking doesn't hide existence of ships only it location. so yes it intended to know how many ships are there, in fact if you can get an scout on planet before alerting planet i sometimes seen Ai have it turned of dn if it still exsist since patches but it real good feature fore PC  as why have it on all time when it an drain LOLS

20
AI War / Re: A few suggestions for new "Sound system" in this game
« on: March 01, 2011, 03:29:44 AM »
i dont want my toaster saying, i cant make your toast anymore *HISSY FIT*

21
AI War / Re: Why are my autobombs...
« on: February 24, 2011, 03:17:09 AM »
where there roaches out there trans-locating ur auto bombers or are they immune O:

22
AI War / Re: Very Long Term Game
« on: February 17, 2011, 11:39:11 PM »
Human Colony Rebellions does ship cap go up each time u capture another one? it seem stupid if they force u to capture more and then don't have there own separate ship cap per place then no point in having more than one?

23
AI War / Re: Global speed limit
« on: January 27, 2011, 01:00:32 AM »
so anything not immune to speed boosting can get to 1,200? stack zenith space time manipulators?

24
AI War / Global speed limit
« on: January 27, 2011, 12:36:49 AM »
what changes are made to global speed limit. is it set at 150 for fleet ships? can i boost anything above it? i didn't have time to check and figure it out myself.

25
AI War Strategy Discussion / Re: Problems with AI Raid starships
« on: January 18, 2011, 06:52:14 PM »
turrets :-

Heavy Beam Cannon, Cap mark 1 or 4 mark 1 3-4 mark 2, 2 mark 3 + 1 mark 4
if you want them to defiantly never get to ur command station full cap these out

Missile Turrets, find these are quit good as they got bonus on ultra light and full cap of theses can take out one

Mobile Fleet :-

Star-ships, they are cheapest in all knowledge and quick to build in early game, best ship against them most time is bomber star ship as they usually stop and target it because on 1-1 they lose (in battle targeting each other), the dreadnought is next best thing get them to hide behind force field then mostly target raiders

if this sufficient then ok i haven't been able to play all expansions and dn if there mobile bonus that does well against them

26
AI War / Re: Scouts being swallowed, and other low cap units
« on: January 09, 2011, 10:46:28 PM »
its ships that are offline because they cant be maintained by ai, i do think they come only online if u directly attack them or command station or something near by.

27
AI War Strategy Discussion / Re: Ai super terminals
« on: January 07, 2011, 09:13:04 PM »
ahh u can still go -AIP :D this saves me alot of target prioritizing

28
AI War Strategy Discussion / Re: How do conflicting AI types interact?
« on: January 07, 2011, 09:03:13 PM »
So any two AI types will function correctly when combined together, essentially.

Teliporting turtle + grav driller

they conflict Lol

29
AI War Strategy Discussion / Re: Ai super terminals
« on: January 04, 2011, 01:58:38 AM »
i like low aip because u can handle 40 IV ships (low cap)

30
AI War Strategy Discussion / Re: Ai super terminals
« on: January 02, 2011, 06:04:57 PM »
so thoese days where u can have -AIP is over? or do i just have to destroy data centers alot before getting AI super terminals? then eventually? will it go above -AIP

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