Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - keith.lamothe

Pages: 1 2 [3] 4 5 ... 732
31
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 09:39:23 PM »
...So thats why its called the hunter plot. Sounds like Fun, capital intended.
Yea, it's a bit like the normal game, except there's a flaming skeletal adamantine elephant out there somewhere waiting for you to come out to play.

I suggest caution in the vicinity of SF Alarm posts.

32
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 08:54:51 PM »
My "advanced logging" feature is enabled. Now how do I see what's going on inside the game?
Well, what specifically do you want to know?  If you want to know the size and composition of those vengeance exos you can look in LogicLog_EventAttackPopulation.txt (other exos will go in there too).

33
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 08:34:22 PM »
Is this intended (not sure if I should Mantis it or not, I don't really understand its intended behavior)?
Its intended behavior is to throw a tantrum exo whenever you destroy something at least vaguely important to it, with the importance factoring into just how big said exo is.  There's quite a few objects that trigger it and the description should be (not sure if it is) kind of open-ended about exactly what triggers it.

Not sure why the CSG caused such a big one for you, their TriggersExoOfThisBudgetTimesAIPOnDeathIfVengefulAI value is only 200.  That's twice what it does when you kill a command station (and 4x a normal guard post), but I'm guessing you wouldn't be so surprised if the CSG only sent one 2x as big as what you've gotten used to thus far.  Then again, AIP may have been significantly higher by the time you popped the CSG.

34
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 07:32:44 PM »
It would make the IV HBC seem rather awkward with its literal 1 cap though.
I don't think it would mind, it's used to being the odd man out.

35
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 07:29:08 PM »
I asked Keith about a Heavy Beam Cannon version of the turret controller.

... he declined. ;)
Maybe some day, but let's see what it takes to get the existing turret controllers balanced, and that will help us know how much of an HBC (presumably just one) each planet can stand ;)

36
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 07:09:26 PM »
Just got 6.030 out, with fixes to all the major expansion issues I'm aware of other than the exceptions chemical_art was seeing (since they won't happen for me).  It also has the rest of the Shark plot implementation, which I hadn't realized wasn't fully in 6.029. 

Let me know if you run into anything else :)

37
AI War / Re: AI War Beta 6.028-6.030 "So I Rewired It" Released!
« on: May 18, 2013, 07:05:23 PM »
Update: 6.030 hotfix to fix a number of issues found in the recently started private alpha of the expansion.

38
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 06:20:49 PM »
Very well, then.  Here's the Mantis for the Hunter Plot issue.
Fixed it, thanks :)

39
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 06:14:25 PM »
I already sent you into the logs Keith, but when starting a game at 8/8 with shark and hunter at 10 / 10 with bouncer / chiv ai and reservists / chiv ai I immediately get unhandled errors. They start immediately upon starting the game and continue to occur intermittently.
Ok, I just tried this exact setup myself and no errors.  Could you post a save where you're getting errors?  Thanks :)

40
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 06:05:07 PM »
I haven't noticed anything broken yet.
Clearly I'm not trying hard enough ;)

Quote
Been playing with mine enthusiasts as secondary AIs because I hate life. :)
The mines will all too happy to deprive your units of that which you hate.

41
Skyward Collapse / Re: Depth of this game?
« on: May 18, 2013, 03:15:00 PM »
That's sounding like a better ratio of "work" to "addressing problems", yea.  It may still be possible to cheese simply because you never actually _need_ to take something down (as you would in red+blue<yellow => lose, though I do understand that's counter to your core goals) but it may require enough thought that it's game enough (for 1.0) simply to derive the cheese.  We'll see :)

42
Skyward Collapse / Re: Depth of this game?
« on: May 18, 2013, 02:55:16 PM »
I'm torn. Some folks just want to dink around.
That's fine, I'm just asking what's the lowest difficulty level they shouldn't be able to dink around with that kind of "relentlessly apply pattern, pay little to no attention to the actual board" strategy.  Because I'm assuming you wouldn't want it to work on Expert 4 any more than you'd want "put 30 space docks and 50 engineers on FRD-loop-build pointed at the AI homeworlds" to work on 9/9 in AIW :)

43
Skyward Collapse / Re: Depth of this game?
« on: May 18, 2013, 02:38:38 PM »
Not necessarily.  I'm fine if you can do that on Easy, but I'm not fine with there being no consequence for that.  Heck, if you can do that on Expert and survive the storm that unleashes, that's probably fine as well -- so long as it's sufficiently insanely hard.
To clarify I mean literally just building towns in straight lines away from the origin, not paying any attention at all to what the units on the map do or making any effort to impact them.  The only variation/choice-making would be in how much of each town to fill out before building the next one.

Is it a problem if that works ("works" meaning "without losing") on Easy 1 or is Medium 1 or something higher the "no cheese like that beyond this point" line?

44
AI War / Re: Private alpha of Vengeance expansion has started
« on: May 18, 2013, 02:34:17 PM »
I already sent you into the logs Keith, but when starting a game at 8/8 with shark and hunter at 10 / 10 with bouncer / chiv ai and reservists / chiv ai I immediately get unhandled errors. They start immediately upon starting the game and continue to occur intermittently.
Thanks, will try that setup myself then :)

45
Skyward Collapse / Re: Depth of this game?
« on: May 18, 2013, 02:12:05 PM »
I think that Easy should not be much harder than it is now, although a little more in general; the super cheese like that really shouldn't be possible beyond sandbox.  The others, would ramp up from there.
So if I can just build two lines away from the origin on Easy 1 and reach the end of the game without losing that would be a balance problem you'd want resolved before 1.0?

Pages: 1 2 [3] 4 5 ... 732