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Messages - keith.lamothe

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16
After Action Reports / Re: Contradictions and Silliness
« on: Yesterday at 06:03:45 PM »
Sidenote: I haven't had any waves at all since I neutralized Grand Chimera, I had two before that. Is it just 1/1 being 1/1, or can the AI just not find anywhere to send waves to?
It could just be 1/1 having really long wave intervals, or it could be a lack of normal entry point and the "send wave to ? ? ? if no entry point" logic being reserved for a setting which could be non-ironically described as "difficulty".

Quote
While the Golem and Railcluster squad are successful, Grand Chimera outpost is murderificated a second time by what I'm assuming is the Hunter Plot in action. The deathsquad then politely returns to Minotaurus for some reason.
Oh yea, that's the Hunter SF alright.  The disassemblers are there so that starships need not apply, the H/Ks are there so that meatbags in general need not apply.

17
I really hope you guys can go back to work on this at some point. I was super excited about this game for a lot of reasons.
We hope to be able to do it at some point too.  But for a number of reasons we decided that the product we could actually deliver (specifically in regards to its production values, given the resources available to us right now) would not find an adequate target audience. 

Skyward Collapse, on the other hand, has found a more-than-adequate target audience :)  It's our first product since AIW to hit an audience in a way that resoundingly (rather than marginally) justified the work necessary to bring it to market, in fact.  So pursuing more full-on strategy-like games is what we're inclining towards more now.  What we'll finally wind up doing is still a "we'll see" thing, though :)

18
WHY DOES THE GREEK HAVE 300+ UNITS?!?!
For the weekly Ice Giant bowling night.

19
AI War / Re: The future of Champions
« on: Yesterday at 04:34:46 PM »
Yea, it's a fairly weak "theoretically" but I couldn't justify literally removing the ability to use those lower module types.  But for the champ I could.

20
I tried issuing the "cmd:log AI cpu time" command, but it just produces a file empty of content:
FYI, that command only logs the AI thread, not the main thread.  Normally you wouldn't notice a slowdown on the AI thread since it doesn't directly hold up the sim (the AI thread today is actually literally 100x faster than it was last month, and I imagine most players haven't really noticed.

Will investigate the freezes when I get a chance, there's a few likely culprits.

21
I don't know if it's because of the recent targeting changes, but the Hive Golem's wasps now seem really ... aimless. Unload the hive, they all go after just a few targets, typically quite far away from them. Wait a few seconds, go after another couple of targets. Wait a few seconds ...

They certainly aren't hitting stuff close to them anymore, are they not correctly prioritising the closet vessel?
Ah, it's probably due to them settling for shorter target lists (most things don't need very long ones, and a lot of time was being wasted before sorting entries that would never be reached) and the aggregate targeting was probably giving all wasps in a spawn the same list via copying; I'll increase the minimum size from 5 to 50 and that should help significantly :)

22
Skyward Collapse / Re: The font!
« on: Yesterday at 02:35:06 PM »
Welcome to the forums :)  I think Chris is one to answer the direct question, but one thing:

Please consider accessibility as well as beauty when doing graphic design.
Please consider that we may have actually considered a particular issue when giving feedback ;)  Chris's font choice was made after much thought.  Inevitably, there will still be issues, and variable font type/size support is very difficult to achieve without having one or more of the options mess up alignment of GUI elements or chop off text, etc.

23
Too many minotaurs!

Seriously, I think I've lost 3 games early due to unfortunate misuse of Labyrinth.  :P

The word misuse implies that Labyrinth has a proper use. :D
Or, rather, it implies that "cause hilarious game loss" is an improper use, which I dispute ;)

24
Too many minotaurs!

Seriously, I think I've lost 3 games early due to unfortunate misuse of Labyrinth.  :P
Is there another use of Labyrinth?

25
Skyward Collapse / Re: Best description of the game ever. :P
« on: Yesterday at 02:28:00 PM »
The only problem is then you have to fight the temptation plop out a dozen myth units just because you can.
From my perspective, that is not a problem, that is a source of entertainment.

26
After Action Reports / Re: Contradictions and Silliness
« on: Yesterday at 02:24:46 PM »
Sounds like a delightful mix of an utterly incompetent opponent and relentless death.  What dwarf could resist? :)

27
Skyward Collapse / Re: Best description of the game ever. :P
« on: Yesterday at 02:02:12 PM »
Yea, banking is good for when you  need those actions.  If you're going to go over cap just spend them on stuff that produces more incense or moonstone or sunstone, etc.  Iirc that only expands your personal options without increasing faction power directly.  I may be mistaken about that though.

28
Just wait until you see minotaurs.  ;D
Actually, by the time you can see them, it's too late.

29
AI War / Re: Private alpha of Vengeance expansion has started
« on: Yesterday at 12:19:05 PM »
Love it! Though to be honest I struggled 10/10 without handicaps a year or so ago now, and the difficulty has jumped up since then anyway!  May have to see if that bug still exists come release of 7.0
The AI stands ready, challenger ;)

30
That next release with some curious changes - will it come before weekend?
Probably not before Monday, sorry.  Working on all six bonus ship types currently.

@Toranth: the setup script stuff is very low priority to me, I dunno if it will even get support for dual-type AIs.  I just don't get the impression folks really use the scripts.

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