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Messages - Moo

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31
A Valley Without Wind 1 & 2 / Re: AVWW Beta 0.575 "Escape Hatch" Released!
« on: February 12, 2012, 04:54:51 AM »
So I took my gills (which turned up some time ago without me even noticing them - wasn't looking for them at the time!), and ventured into the shallows for the first time ever. Ascending on a floating crate can be fun, if slow.

However, I've checked two chunks that should contain warp points and I can't find them in either case. Perhaps I'm just being unobservant, but...

Save attached.

32
And here we have another example of why we love you guys... :)

33
Just encountered a battlefield mission which wouldn't let me use the exit warp - screen faded, then I reappeared still inside the mission entry area. I'll try another and see if this was a one off - but getting out of the first one used my only Elusion scroll, so I'd like to find another before I try again!

Tried a tower type mission, and had the same issue - the exit warp point does not work. Save attached at the end of the tower mission.

34
Just encountered a battlefield mission which wouldn't let me use the exit warp - screen faded, then I reappeared still inside the mission entry area. I'll try another and see if this was a one off - but getting out of the first one used my only Elusion scroll, so I'd like to find another before I try again!

35
A Valley Without Wind 1 & 2 / Re: Miasma death party!
« on: February 04, 2012, 09:53:53 AM »
Well, the couple on the right seem to be enjoying the party, as does the dude in the dinner jacket!

36
Bear in mind that right now, going one level up from your civ level gives a 100% increse in difficulty.

I can't say I love espers either, but they're not a major problem.

37
Was playing around with a couple of missions just now. The bosses in the commodity towers combined with the mission XP definitely give too much - but as you said you're changing that, so it's fine. Exactly the opposite of the situation I had whilst still level one before this update!

Esper projectiles are somewhat irritating, and with the loss of health tanks there's only so much of it you can take before it really hurts. In confined spaces it's difficult or impossible to avoid them whilst they are sliding along the floor. Combine them with an amoeba boss and things get interesting!

Is there a reason the commodity towers don't contain normal skelebots?

38
Has anyone else noticed that as long as your feet aren't in acid/lava/whatever, you won't get hurt by it? It's fine if your head is melting away, as long as your feet are OK...

Other than that, gems are definitely coming up very frequently right now. Even staying within the ice age level one region, I have plenty of all six gem colours - I assume that's left over from when it was making dust that was used up?

39
The problem I'm having right now, having started a new game after losing my previous save in a hard drive failure, is that at level 1 there is no way of getting experience at your level. The cave regions and the shadow bats are all level 2 or higher.

I understand that XP will come from missions in the near future so it'll fix itself, but right now it's a slight problem. :)

40
AI War / Re: Of Eyes, Carriers and the Endgame.
« on: January 13, 2011, 10:49:39 AM »
Wait, what?  Your economy goes up if you lose your home planet in multiplayer?  We've always been (as you said) restarting when we have one of the really early game deaths to avoid the loss of the super-production that the initial stuff claims to give.
The home command station core gives considerably more resources than the original command station. True, you lose the other resource structures, but it's not that unusual to lose a few of them if you get a very heavy attack at some point anyway.

41
AI War / Re: How can I configure scouting paths?
« on: December 22, 2010, 08:17:40 AM »
Reading this at work on my lunch break, and I just got very strange looks from my colleague for laughing out loud...

I knew I forgot something in my latest game - I need to adjust the ethics to make elves edible!

42
AI War / Re: I really hate the new "bottleneck/blob punishment" mechanic
« on: December 13, 2010, 05:43:41 PM »
on the other hand, it would make neutering said AI system very fiddly since AI numbers on the planet will be kept proportional to your own by the eye command station  :-\

Exactly the problem with making them worth 15 or 20 AIP and replacing CSs. It means the game becomes pretty one method again. In this case, turtling. Better to replace warp gates with them and make them 5 AIP.
If they replaced *some* command stations only, rather than all, would that work better?

43
AI War / Re: AI War Beta 4.049, "Firepower," Released!
« on: December 11, 2010, 09:13:08 AM »
Just updated to this version from .045 - the AI really does not like my Black Widow golem. It's showing F:42000 by itself!

I was hanging back on .045 because I wanted to finish off killing my existing CPGs. Did that except for the As, so decided to update. I think my life is about to get a lot harder - which is good!

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