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Messages - zoutzakje

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1
AI War / Re: 7/7 game with next to no knowledge used... won.
« on: April 27, 2013, 12:29:23 PM »
Do you have a save of this SF seeming to just not groupng up as far as you can see for some reason?

sure thing, got one from right afer I scouted the last planet. Only "high" numbers you see are on core/homeworlds (ultra low caps). Planet called Spirit has a few SF ships camped at a wormhole but the amount is silly really. My captures have cut the AI empire in half, so SF forces not being able to get everywere would make sense. But then we'd still have to see high ship counts somewhere right?

2
AI War / Re: So, turret balance
« on: April 27, 2013, 11:35:20 AM »
I'm still thinking if it isn't a good idea to decrease knowledge cost of turrets, and add mk IV and/or mk V turrets to the game. People will get more tempted to unlock to at least mk III with some turrets (something I've never done besides HBC and grav) and the high dif scenario's will have a better shot at defending themselves with high mk turrets. This might make defending somewhat easier, but let's face it, turrets alone won't win you the game. People will still have to decide between offense or defense whenever making an unlock.

3
AI War / Re: 7/7 game with next to no knowledge used... won.
« on: April 27, 2013, 11:23:35 AM »
But what happened to the huge pile of SF ships I would normally see? They'd help a lot in slowing me down but I see nothing. Like literally nothing.
SF is still in there.  Quantities have been adjusted somewhat but still there.  It's possible you've been on planets they wanted to defend long enough to clean them out and/or that your memories are based on higher difficulties.

possible, but unlikely. I remember what 7/7 used to look like at 300+ AIP. Lots of SF ships bugging you at most annoying times. Your fleet VS full SF force meant you had no choice but to retreat or fall back to martyrs/lightning warheads. Ok so SF has been tuned down a bit you say, and I'm playing on ultra low caps now instead of low caps. But still, they should at least put up a fight right? It's true that I occasionally see a few SF ships popping up here and there. But they come in numbers of 4-5 ships and then nothing. I took the botnet, freed the dyson sphere, captured 3 ARS, several golems and a star ship fabricator and the AI practically gave it away to me. The only things bugging me are the few tackle drone launchers here and there (annoying little buggers in the hands of the AI I must say).
Also, I've scouted all 50 planets in my galaxy right now and none of the AI numbers are high enough to suspect a SF blob. Strategic reserves put up a bigger fight so far.
I might be too soon to judge since it's been a while since I played. I will finish this 7/7 game and then try a 9/9 game to see the difference before I get back on the subject. But if SF is still supposed to have a lot of ships that fly around as a big giant blob and protect important stuff, then I have the feeling that something is off.

4
AI War / Re: 7/7 game with next to no knowledge used... won.
« on: April 27, 2013, 07:33:59 AM »
7/7 does seem easier than usual I have to say. Playing a 50 planet game against Sledge Hammer and Viscious Raider. 2 and a half hours in, owning 10 planets, using no superweapons so far and I'm nearly ready for homeworld assaults. I've been incredibly lucky with the RNG, but still, 7/7 is supposed to be more of a challenge.'
Also, I've been gone for a while and missed a few patches.... But what happened to the huge pile of SF ships I would normally see? They'd help a lot in slowing me down but I see nothing. Like literally nothing.
Not sure if I'd be able to beat the game with spending just 500 knowledge, but I can definitely see it being a possibility now.

5
AI War / Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« on: April 27, 2013, 07:13:23 AM »
Been a while since my last visit here. Didn't expect to see the patch ball for AI war rolling again. Very nice ^^ Love the upgrades to the guard posts. They desperately needed one. To be honest I still don't think that they are where they should be, but at least they're killing some ships now.
Unfortunately I won't be able to really play the game yet :/ My laptop is dying and has a lot of trouble with the smallest possible battles on ultra low caps. It's awful really, botnet is a no-go for me. Hopefully I'll have a new laptop next week so I can get back to some serious AI whipping again (though who's doing the whipping and who's receiving is yet undecided).

Anyway, good to see some stuff happening here again. Can't wait to see what else Keith has planned for us. Read something about some new nasty feature for the AI? :P

6
After Action Reports / Re: One's Own Medicine
« on: April 26, 2013, 08:07:15 PM »
woohoo congratz keith ^^ nice to see you finally wrapped this game up :D The avenger almost raping you was fun. Better not forget that I have them enabled in my current game as well

7
AI War / Re: First game questions
« on: February 09, 2013, 02:28:14 PM »
The problem with golems is that they are rather slow, so if something unforseen happens, you can't get them out in time (as I've noticed right now: :( someone fixed the Core CPA one ship exploit and golems are too far out to get back)

hah, I remember abusing that one quite a few times. Still good it got fixed though.

8
AI War / Re: First game questions
« on: February 08, 2013, 08:44:25 AM »
when you are creating a new game and selecting all kinds of options, you got different kind of tabs. One is for map seed and map style, another is for minor factions. And one is called ships I believe, where you can decide what kind of ships will be available in your game. Core Shield Gens is one of the options there. Turning CSG's off has absolutely no impact on the seeding of ARS, Factories, etc. There will be just as much of them as there normally would be. The only thing CSG's do is force you to take at least a certain amount of those goodies before you attack the homeworlds.

I can't give you any advice on ships with tractor beams, because I hardly use them myself (the exception being the black widow). I use a lot of tractor turrets instead.

9
AI War / Re: First game questions
« on: February 08, 2013, 04:49:35 AM »
welcome to the forums ^^
Keep in mind that, if you ever want to play on a snake map, turn Core Shield Generators off. One of the AI homeworlds will be located halfway the snake galaxy, but if you leave CSG's on, you most likely can't actually destroy it yet once you reach it. Meaning you will somehow have to maneuver past the homeworld, which can be quite difficult/impossible depending on the situation.

Black widow golems are currently one of the most powerful golems out there and will be well worth your investment. With it's paralyzing tractor beams you can steal away huge chunks of enemy fleets, making even AI homeworld assaults a lot easier.

Hope this helps a bit =)

10
AI War / Re: AI War Beta 6.007-6.009 "Burying The Hatchet" Released!
« on: January 29, 2013, 02:46:08 PM »
I have to say, I love the Special Forces. They finally deserve the name "special", at least more than they used to. Playing a 9/9 100 planet game against Mad Bomber and Raid Engine. 7 hours in and surprisingly the SF have proved to be the most annoying mechanic so far. They show up at nearly every planet I want to take or neuter, bringing in hundreds of tractor platforms and zombards, among others. Luckily I just reached the botnet so we'll see where this goes.

I don't think the SF need much of a change. Yeah sure they're tough, but they will never attack any human or neutral planet.
I'm curious to see if the SF could split up it's force. Let's say you attack 2 or more different non-adjacent planets at the same time. Could the SF decide to attack you on all fronts? Or will it pick one planet and just smash you there with all it's force?

11
AI War / Re: So some guy walks into IRC asking for help..
« on: December 17, 2012, 07:29:35 PM »
yeah teach him how to keep his AIP low... or his threat. Or both.

12
AI War / Re: Explosions cause lag
« on: December 16, 2012, 06:49:12 AM »
explosions have always caused me lag for as long as I can remember, but only when the location of the actual explosions is crowded with ships. I'm ok with it though. My laptop has terrible specs. Can't even play games like left 4 dead.

13
AI War / Re: AI War: Monobattle
« on: December 15, 2012, 02:23:22 PM »
oh I thought just build 1 military ship and win with it, not build unlimited ships of that 1 ship type. It's still possible probably, but only with a champion.
Can you build higher marks too for this challenge or just mark 1? I don't feel like trying it, but I'm curious. I kinda already did try this a long time ago though. 10/10 dif with laser gatlings only. 15 planets and started with 12 homeworlds. I didn't finish the game but the gatlings did destroy the first AI homeworld given long enough time. That was before warp jammer command upgrades so now it might actually work.
I had to keep my gatlings at around 4000 otherwise my game would lag :/

14
After Action Reports / Re: 1/1 Chaos Rules the Galaxy
« on: December 13, 2012, 11:20:50 AM »
1 hour 21: While I'm trying to rebuild my fleet and colonize Fizz, I get another Cargo warning. This will just keep going on and on forever right? Gives me little time to advance before I have to prepare again. I'm suspecting there will be no asteroids left in the galaxy if I somehow manage to win this game.
Scouted a Data Center and SCL at Red Bat.
SCL and a few fabricators at Dew
SCL at Calamar
Scouting is really the easiest thing ever right now.

1 hour 28: Cargo wave spawns. The strikeforce has a lot less firepower than the previous one so I suppose no Artillery Golem in this one.
Data center at Nightmare
Co-p and a functioning Armored Golem from the Golemite at Shadow.
The wave comes with 2 black widow golems this time. Yeah rams are the only thing that can save me.

1 hour 34: cargo spawns arrive and the next cargo wave is as good as ready -.- I don't even have time to expand at this rate.
Implosion Artillery works wonders against those H/K's. I got a few more of them now and they really deal the most damage.

1 minute later and the next cargo wave spawns. I'm gonna test my luck and try this one without my fleet to support. See if 7 Implosion Artillery (mixed mk I and II), 10 rams, 17 enclaves and about 200 mines can do the trick. I need my fleet to try to expand.

1 hour 42: Emp train detonates on some far away planet. They better not come close. Finally unlocked mk III crystal harvester. Doesn't leave me with enough resources to sunlock mk III scouts, but I'll get to that soon.

Cargo wave hits a minute later. Unfortunately the 10 rams aren't enough to take down the 2 golems this time. Black widow survives with 1/4 of it's hp and takes a bunch of enclave younglings away. Not that it matters, they'll kill the widow in no time. The H/K almost breaches through my forcefields, but got killed in time. No new cargo waves have been announced so far, meaning it's time to capture some planets.

My plan is to take Eclipse, Hail and then free the Dyson Sphere at Cannon. I hope the dysons will provide me with a significant force. Better kill a bunch of Train Stations first though. I'll upload a screenie after next post.


15
After Action Reports / Re: My latest attempt...
« on: December 12, 2012, 12:13:11 PM »
if your scouts have trouble getting anywhere, consider using scout starships and have them group move (g+click) with regular scouts. Maybe even unlock mk II scout starships since they only cost 250 knowledge. You'll notice that your scouts get much further.

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