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Messages - Zeba

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16
AI War / Re: AI War Beta 5.014, "Bulk Rate Starships," Released!
« on: August 04, 2011, 04:36:20 PM »
Yay! \o/

Cheap starships ftw.

The beginning game should have nearly every mk I ship unlocked with a cheap upgrade to mk II and possibly III.

Stick it to us on mk IV so we have a challenge on 7+ difficulty games.

17
AI War / Re: AI War Beta 5.011, "Nuclear Science," Released!
« on: July 22, 2011, 12:47:26 AM »
Quote from: keith.lamothe
No, I had been referring to behavior that had already been added several versions ago, actually :)
Doh!

I'm a bad AI War player for not noticing the change. :(

18
AI War / Re: AI War Beta 5.011, "Nuclear Science," Released!
« on: July 21, 2011, 02:50:47 AM »
Yeah, I'll try and do that later today -- thanks for the reminder. :)

Will this patch have the new etherjet behaviour? :D

19
Good Karma is Best Karma.

Imagine how awesome it would be if the major publishers earmarked .001% of their sales to charity.

Hell, I might even buy the uber crappy modern warfare series if I though it would help someone past a fat beniegn stock holder or even fatter corp officer. =p

20
AI War / Re: AI War Beta 5.011, "Nuclear Science," Released!
« on: July 19, 2011, 07:41:45 PM »
Have your etherjets drag them into a turret ball or even better a blob of parasites.  :D
Yep.

"Thief.  It's not just for the AI anymore."
\o/

Now I will have a use again for my merc etherjets and parasites as the game mechanic changes over the last few patches made them a bit problematic in efficiency.

21
AI War / Re: AI War Beta 5.011, "Nuclear Science," Released!
« on: July 14, 2011, 01:04:36 PM »
player etherjets should do the same thing the ai ones do, if you set up a redirection rally point in the system they are in and set up 'tractor ships auto rally when full' or something
Hrmmm, this could have potential.

Have your etherjets drag them into a turret ball or even better a blob of parasites.  :D

22
I just loaded up my save, I think the dyson gatlings are going to win the game for me. I may not actually need a fleet. I had about 250 stored up, they are casually knocking out every AI ship on every border world and taking few to no losses. I don't think "suiciding" is a concern.  ;D


I try to preserve my npc defenders with a nice fat merc fighter and bomber blob near the hotspot borders. Plz don't change npc defender mechanics as they are another nice addition to free up my buildable offensive forces and seem to be perfectly balanced for a difficulty 8 game.

23
AI War / Re: AI War Beta 5.005, "The Balancer," Released!
« on: March 22, 2011, 03:47:53 PM »
Quote from: Zeba
All I will add to the discussion is you should have had a merc factory trickling out merc fighters so when you eventually get a massive incursion on your home command station you can just sic them on the offending bastages and waste them. Too many players seem to completely forget about the merc factory and its wonderful always available mk 4 ships.

Quote from: Red Spot
Not sure how their cost relation is, but they are at least 4* as expensive as their regular mk4 counterparts, which makes them 16*(at least!) as expensive as regular mk1 fleetship .. in other words, merc-fleetship are not worth their resources unless your resources are already wasted (overflowing).

Spamming mk1 fighters on AI worlds works better than spamming "regular" mk4 fighters, dont think I need to mention the tactic using merc-ship ;)

If you start pumping out merc-ship when you arent ready for it, you can pretty much expect they will reach your homeplanet :)
Merc fighters and bombers are your reserve defensive force you build up over time. All you need is a single mkI engie to assist a merc factory which will have minimal impact on your economy and by the time your aip gets to the point the really nasty stuff is coming at you then you should have a full cap of them which will be quite handy for stopping counterattacks or nailing leakers or those dratted raid ships.

24
AI War / Re: AI War Beta 5.005, "The Balancer," Released!
« on: March 22, 2011, 01:26:10 AM »
All I will add to the discussion is you should have had a merc factory trickling out merc fighters so when you eventually get a massive incursion on your home command station you can just sic them on the offending bastages and waste them. Too many players seem to completely forget about the merc factory and its wonderful always available mk 4 ships.

25
AI War / Re: Documentation, you need more of it.
« on: March 18, 2011, 12:17:11 AM »
Tbh I have never read any of the wiki or any documentation for ai war. I just dove in and learned by playing the game. If I ran across a game ending mechanic I was unaware of I just go back to an earlier save and don't repeat what brought the hammer down on my command station. I mean if you know ahead of time every single mechanic and ai tactic that makes for a rather boring game yes?

26
AI War / Re: Just encountered the AI Mothership
« on: March 17, 2011, 02:21:06 AM »
Is that the sound of the devs cackling ebily in the distance?  :D

27
AI War / Re: AI War Beta 5.004, "The RAMinator," Released!
« on: March 17, 2011, 02:18:42 AM »
Neat. You guys are overcoming the limitations of the engine with some interesting ingenuity.

This is why I think indie developers are the future of real gaming as they love dashing off code just as much as building the worlds we play in.  :)

28
AI War / Re: Some Negative Feedback [Sorry]
« on: March 15, 2011, 02:01:20 AM »
"* Added "Toggle Use-Group-Move-By-Default" In-Game key-bind (no default key, but you can set one on the In-Game tab of the input bindings window):
** Toggles the value of the Use-Group-Move-By-Default global control (normally changed through the controls screen, but can be set this way for convenience).
** Note that if you have the controls window open while using this key-bind, the controls window will not automatically update to reflect the change as that would destroy any changes made since the window was opened.
** To make it easier to know which way it was toggled (without having to open the controls window, which would defeat the purpose), using this toggle displays a local message on the screen noting the change."


You are a god amoungst men good sir.

29
AI War / Re: Some Negative Feedback [Sorry]
« on: March 14, 2011, 01:42:19 AM »
"the removal of the 3.0 group move toggle button from the bottom left game GUI is a crime, it was such an elegant solution to the problem of having to switch between group and independant move that didnt require me to hold down 3 keys to que FRD group-moves... I miss that button terribly."

/this

oh god this.

30
AI War / Re: AI War Beta 5.002 Released!
« on: February 24, 2011, 11:18:45 PM »
"Regenerator Golem health doubled, in response to various concerns that they're less useful than other golems."

Thank you sir!

This single change now makes a certain nearly unwinnable map seed winnable. \o/

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