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Messages - keith.lamothe

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1
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Not really sure what would have caused it to happen on both my computers though.
Yea, I'm not saying it's "on your end", per se, but that it's probably due to a specific sequence of which updates you got, etc, and thus not something that can really be fixed so much as undone, and then redone the right way, which it looks like has happened :)

Now to test this new AI...
You may find that the bugs were just trying to protect you from this fate ;)

2
Ok, I just did a fresh install from steam, clicked the in-game update button and let it do its thing, checked that it said 6.029, and started a new game and it worked fine.  Given that and other folks currently playing on the latest beta, it's probably something gone awry with your install.  Please let me know if reinstalling doesn't fix it and I can try to think of some other suggestions.  Sorry about the trouble!

3
Ouch, sorry about that.  You will probably need to uninstall, reinstall, and update again.  Sounds like you got some kind of odd interaction due to a particular sequence of updates, or a corrupted download, etc.

I'm testing a fresh install now to make sure that the normal update path isn't broken.

4
AI War / Re: Taunt/trigger thread for new expansion
« on: Yesterday at 03:56:12 PM »
I haven't got a good one, but how about some for a really successful tractor raid? I.e., activating a raid engine with ships tractored off a player world.
"Can I keep it? Puhleeeeeze?"

5
I wonder if I should abstain because I have 5 units on that list.
Nonsense, they'll try to kill you just as readily as they would any other player ;)

6
"533 AI 1 Golems, 2 Starships to Your Home Planet!  Game over in 01:42"
I'm sure you'd find a way to cheese them.  Or maple-syrup them, in this case.

7
After Action Reports / Re: Advanced Negotiation
« on: Yesterday at 11:55:07 AM »
It gets better: due to a glitch (I think) it sends an extra extra spire ship with every wave.
Interesting.  I forget if it's supposed to do that on diff 10 or not.  Do you have a wave log for a hammer wave?

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But [FS is] where the AI needs to sync the most.
If you say so ;)

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I'm not sure. It feels like it's getting the same number of ships as at normal caps, though.
Just checked the code, and on diff 10 it should be triggering every 20 seconds, and every trigger it should be getting (for each deepstruck planet) 100*(tech level) strength of ships.  Strength factors in cap scale so that should take care of it.  So on high caps against a tech-level-2 AI it could be 100 mkII fighters.  On ultra-low it would be 12 or 13 mkII fighters.

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It got significantly harder. Threat is a lot trickier to hunt down, and seems more aggressive.
Good to know a week's work has some visible manifestation ;)

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There seem to be more guard posts than before
Shouldn't be, but now that it's not dumping 3+ counterattack posts on a bunch of planets you will see more that actually hurt you when they shoot you.

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and there are certainly more, tougher guardians.
Yea, they're a nasty bunch.  Should be fewer in the initial seed than before, and a lower overall cap due to WHGPs not getting them anymore.  But alerting a planet will tend to bring it up to guardian cap pretty fast particularly on diff 10.

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And there are oversized CPAs, as well.
Right, already fixed the champ factor there, but not in time for this game.  Such a shame ;)  Though it looks like all it will do is maybe make this a little less of a walkover due to the insanity inducers and such.

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Exos are at 69%, but they decided to wait.
This is before hour 5, right?  They don't sync before that.  But the % was high enough (>= 60).

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Ravenous Shadow: shattered monocles! Four of the things, and no additional enclave time?
Did you see the nebula clouds in the shape of "Cinth Was Here?".

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Ok, something is seriously wrong with that planet.
Interestingly it seems that at least 3 bugs (SF camping too close, TF camping too close, Trains camping at all) were conspiring in to produce what was effectively a relatively smart deployment by the AI.  Not much else could even have slowed you down.

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The AI apparently didn't like me killing the SF threatfleet, because it declared a 2900-ship CPA.
More zombies for the horde, I suppose.  Ever consider a career in Overlordery?

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Playing with 8 champs is fun.
Glad to hear it :)  Sounds like there's challenge in this scenario, but not of the actual-loss-probable sort, so having something that makes it still fun is good.

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Raid eyes appear to count modules as human ships.
All modules or just modules on human ships?

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You really should have the botnet-style reclamators scale with caps...
And nerf the mod fort insanity inducers...
Because I will have the equivalent of almost 32 normal cap botnet golems on Citadel by endgame.
Yea you might have a point there.

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Something is up with Lethality (the planet).
Will take a look at the TF/SF/Trains thing, and the train-construction-on-HW stuff, etc.

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AI War / Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« on: Yesterday at 11:30:20 AM »
Maybe those ships had the IsRedshirt flag on ;)

"What are those humans up to?  I've got an idea, facecheck!"

9
AI War / Re: A two part question:
« on: Yesterday at 11:25:30 AM »
I'm putting together a rework using 10,000 health for Fighters, and scaling everything to that.  It's a touch more comprehensive than just a rescale, but hopefully I can have it sometime next week depending on how my weekend turns out.
:)

10
What misspelling?  I don't see anything...  Pay no attention to the edit history on the OP! ;)
Just give everyone some bacon and we'll forget all about it ;)

11
AI War / Re: Dump of galaxy wormholes?
« on: Yesterday at 11:05:41 AM »
I don't think there's such an export, no.  Other than the savegame itself.  I could add one, but may I ask why you want it?

12
The pancake golem wouldn't be a bonus ship type, it'd be a golem ;)

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AI War / Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« on: May 16, 2013, 05:36:07 PM »
Glad to hear we're keeping you non-bored ;)

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AI War / Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« on: May 16, 2013, 05:29:19 PM »
Did the carrier combination stuff get looked at when guardians had their last pass?
Their individual Strength went up, so combination produces fewer guardians (from the same original load of ships) than before.

Also, in 6.028 I did make the carrier auto-deploy logic a lot more aggressive, so you shouldn't be having to kill the carriers yourselves anymore if you're killing all the attendant fleet ships.

15
Some of the other commenters gave some "fleshed out" ideas for my high cap high ranged ship (http://www.arcengames.com/mantisbt/view.php?id=11389)
However, I'm not sure if those are "fleshed out" enough to deserve a nomination right now.
Rule of thumb: the more I have to work to find a suggestion, the less likely I am to find it ;)

But I like the Sniper Laser Pod idea so I put it on the list.

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