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Messages - Red Spot

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1
AI War / Re: AI War Beta 5.017, "Return of the Hunter/Killers," Released!
« on: September 14, 2011, 05:16:47 PM »
Thanks for the update guys :)
I may not have been around much but I surelly didnt forget about this gem ;)

2
AI War Strategy Discussion / Re: Some quick question.
« on: August 14, 2011, 04:37:08 AM »
Yes you can! (Its American, not Americant :P)

Say you play on a map where you have a 'frontyard' and a 'backyard' and you dont want to be all too defensive on the backyard side. Neuter those backyard planets (as in kill all the posts, gate and CC can be left alone .. gates on bordering planet cant ofcourse), the buildup there now will be slow and fairly light. Keep sending in some fleet to keep the numbers fairly low and you'll find the AI taking its CPA ships mostly from the frontyard planets. This may result in CPAs with higher mark ships though, be warned :)

3
AI War Strategy Discussion / Re: Shard Retrieval Methods
« on: August 14, 2011, 04:30:58 AM »
If I do not take the planets leading to the shard (or from the shard to my HW, which is the same thing :) ), I do pretty much the same. I however do send in the fleet to cover them (cloakers & shard).
Not sure if the AI would have picked up but I've seen it happen too often that the AI rushes towards the location of the shard (which is on the move), uncloack the cloakers by getting close, than stomp them and still end up chasing the shard. So the fleet will be there to make sure the AI simply wont get close in the first place.

Do have to admit that I normally try to get the shard to my HW with 100% health, makes me feel all warm inside :D

4
AI War / Re: Should black widows have tractor beams?
« on: August 14, 2011, 04:16:26 AM »
Replace the tractors with a new tractor beam variant: stasis beam.  Same thing, but the target ship is paralyzed.  I'm pretty sure that would be a touch OP, but it would be interesting at least.

Sweep golem through planet, sweep golem through massive turret ball/minefield. Yeah sounds pretty broken. Of course, I think the botnet golem is pretty broken as well and it still works. So maybe that would be a viable solution. I mean there's not much difference between killing massive swathes of fleet ships in one barrage, like several golems can do, and paralyzing a ton of them to destroy them later. It also fits the spider theme pretty well.

Spider catch stuff in their sticky web, not shoot paralizing shots ;)
Iirc they lose their tractor ability when powered down, use that to your advantage :)

5
AI War / Re: AI War Beta 5.011, "Nuclear Science," Released!
« on: June 21, 2011, 03:27:41 PM »
Totally wasn't expecting a release at all!

Nice work.

^That :)

6
AI War Strategy Discussion / Re: Ai easly tricked.
« on: June 17, 2011, 11:48:13 AM »
Try 2 raider-AIs on a lvl above 9. See if you can get past the initial 10 minutes of the game. Than find out how utterly decimating they can be when they just race past your defences.  8)

7
AI War / Re: Is this normal?
« on: June 17, 2011, 11:43:24 AM »
By any chance, could you tell us the seed?  I think that this map would be rather interesting.

Remember that certain AI-types can change a map ;)
(When you say turn on Golems, planetary improvements may spawn at different planets in different combinations, select a 'planetary improvement'-AI and it happens as well. Not exactly sure how and when but except for the actual planet-layout things may shift a bit here and there.)

8
AI War / Re: Map seeds, share them
« on: June 17, 2011, 11:37:27 AM »
Just press the 'generate' button 50 times, its what I do and I sort of only play interesting maps. :)
(Every map is interesting cause of different features, which will be combined with different AI's, minor factions and AI-plots.)

Edit: I have to say that I tend to take a peak at maps by starting with no FOW, check them for 'features', than restart them with the settings I want for that map and again turn on FOW.

9
I was a bit foolish, and took a world without scouting past it---and then found out it was next to the core.  So now I have a core world irrevocably on alert, and I'm trying to figure out what to do with it.  I'm playing a 30-planet map, so I haven't got a lot of breathing room.  And as a matter of fact, I'm an hour and twenty minutes in and only have two Mark II unlocks so far, tho I have about 12,000 knowledge saved up.  Anyway, I can see what X meant calling "a cage match with the AI" on the Wiki.

What would people do with this?  First, I guess, I'll go pot-shot the command center on a world with a lot of wormholes to spread out reinforcements, but I'm still nervous about leaving a core world to build up right on my doorstep.  I'm thinking of taking a few unlocks and going in with a ton of neinzul and a golem or two, hopefully killing enough guard posts to prevent a big buildup while leaving the command station so I don't get a homeworld on alert. It seems just feasible, with clever tactics.  But that would still put the homeworld on alert for a while, and even with golems I don't think I have the economy to go straight in there.  Still, I guess it's the right path; 30 planets and Neinzul bonus ships means you're going for a speed game, right?

While I'm on the topic, can I remark on how ridiculously tricked-out a 30-planet map with all expansions can get?  I've just realized I shouldn't have taken this last world, with "only" an ARS, a Zenith Beam fabricator, Mark III and IV ion cannons, a Zenith reserve, and a broken armored golem; next to the other core I could have got an ARS, two fabricators, a cursed golem, and a data center.  Or on the other side of this one four fabricators and a botnet golem.  I reckon I'm going to need a lot of that pretty soon, but it's pretty novel seeing worlds like that.

Sorry if I end up repeating someone, just didnt quite feel reading through the entire topic.

You have an Armored Golem? Have your fleet revolve around it at all times, when I mention "fleet" I mean "fleet with Armored Golem".


You seem to have Golems on » find a Botnet Golem. Create a legion of zombies and set your redirection rally posts to patrol the core(/home)planet.
They take the beating while your "fleet" neuters the planet, start with the CC, asap*, followed by any reinforcing gates.

Cant find a Botnet Golem or cant take it without losing the game » Do you have Spirecraft turned on?
Yes » Penetrators and Martyrs. Use the Martyrs to strip the planet of any buildup. Get your "fleet" on the enemy planet, kill the tachion guards and bring in the Penetrators for a speedy removal of all reinforcing gates, again starting with the CC, asap**.

No » You lose .... just kidding :)
Use transport to draw the AI away as much as possible, depending on how posts are scattered you could now send in the "fleet" for a very short visit, you could just as well skip it for now. When enough AI are drawn away from the gate/posts you send in a team of transports*, add some cannonfodder if you are keen on keeping all of your starships alive. Do "1 post assissantion" raids with the taskforce, the transports can nicelly autorepair and you minimize the number of freed ships with every attack. With a couple of raids you can usually grind the planet down to "fleet"manageble size.

* Get a set of 4-6 transports and load them with caps of bomber, raid, scout-starships, trow in leech-starships or any other ship that can stand its own or you dont mind losing by the cap, even if only in an effort to keep the bomber and raid-starships alive. Use it to take entire AI-planets. Sometimes you need to distract it a bit before it works, which can be the case with heavilly reinfored planets.

** Similair as with *, but now you have Spirecraft turned on. Get some SC-Jumpships, the highest mark possible. The higher the mark the easier this tactic becomes.
Load 1 Jumpship with the most specialised taskforce you can munster for the target at hand. Send it over to the enemy planet(now you could pauze the game), in a split second send the Jumpship to the target while you press the key(set it if you havent already) to unload the transport, it will unload on arrival (you may need to learn to time this a bit), where you make the taskforce kill the post/CC and nothing else, get back into the Jumpship and back home.
When you get the hang of this you can bring a lot of instant hurting to the AI, which they will attack you for, so dont get too overexited once you get the hang of this, it can hurt a lot if you neuter entire alerted core-planets in 1 raid :)

10
Well, you also get them on either Hard Golems or Hard Spirecraft, I'm not sure which is being used here.  But yea, they're supposed to be pretty hard.  Though I'm a bit surprised at this comment because all the other recent negative comments I've heard on their difficulty (that I remember right now) were of the form "Hard is actually easier than Medium", so I certainly haven't been looking to decrease their challenge.

Anyway, the golem/spirecraft waves are "charged" by AIP, so keep an eye on that.  The Fallen-Spire ones are not related to AIP.

I was one to state that. It has to be seen in a certain context though.

When I want to max out my fleet, spirecraft/golems on medium make you break you economic backbone, as you drain every last bit of energy using them. Combined with the financial impact it could leave you with a fleet you cant use all at the same time while you also dont have the resources to fight an 'expendable war'.
In that regard, -hard- is easier than -medium- as on hard to just have to get that huge fleet back home and do some gate-raiding to keep the inlets for exo-waves to a minimum and you have enough firepower to stop the exowaves dead in their tracks, AND also much more firepower during the neutering of planets (the last bit makes it 'overall' easier, when you get past the exo-waves .. but once you get the hang of it you can 'guide' those).

The best defense for exo-waves is a rolling, or layered, defense. Since you don't exactly where the wave will hit, you can't park your fleet expecting to hit them right at the start. There is a delay. and for late games you simply can't get enough units in the right place sometimes. If you intentionally don't fight hard for the first world hit, but fight hard the world after, you can buy enough time to let your own major fleet meet up and fight back.

I couldnt disagree more with that (I have 2 cents! ;)). The best defence is an as most concentrated defence as possible, imo. Get a fort, armor-stuff, golems, spirecraft and see if you can get that exo-wave to cross that planet that has all that on it.
Play a bit with gateraiding, each exo-wave will tell you just a little how you could guide it, effectivly allowing you to expand while the bulk of the exo-waves always hit that massivly reinforced front. It may take a few waves to concentrate it properly, but thats trivial as these waves get increasingly tougher as you see more of them, so the first few should not be that much of an issue (in general), where later ones could stomp you if you're not carefull.

Alright, by the looks of it I'll have to give it another go. Still, I wonder if 20+ Massive AI ships will ever be stoppable by any defense. I mean, I would like to hear other players remarks on that.

I seem to have deleted the screenshots but I posted about a game FS-game I played, where I took each and every planet on a 120 planet map before I took the AIs homeplanets. I let the exact number be a surpise to you but it will surelly be a wee bit larger than 20 massive ships :)

if you're really concerned try starting the game with zenith polarizers.. theyre absolute death on the really tough stuff. ^^

They are cool, personally I like the Vultures (iirc) more. They also work vs fleetship and such :)

Exos are definitely beatable, but you need a nice giant toolbox of responses, and you need to know which response is the correct one, and when.  People never seem to use Implosion Artillery, but when it comes down to dealing with golems these things are pretty much your best friends.  On the other hand, for those waves where it's a pile of little ships and two implosion artillery, I'd much rather have a giant fleet of siege towers.

I would have agreed with you for a 100%, before I tried rams. Implosion Arties do an awesome job if you can let the target stick around for some time, which doesnt tend to be the case when you get hit by (multiple) armored golems. Rams near a gate will eat up Golems in no-time, you just need to keep them away from the frag untill the very last second or they get shot or autotarget the first starship they spot.

Edit: end of edits...

11
AI War / Re: Gatlings do not attack hybrids?
« on: May 26, 2011, 12:09:55 PM »
Yep, they can't attack mark V ships, which I think the hybrids are.  And if they are hostile gatlings to you, they won't attack other minor factions that are also hostile to you in any way.

I thought that is was simply so that minor factions dont attack minor factions, period.

But thats an uniformed fan correcting a developer ...  ::) (perhaps I should not post this :D)

12
AI War / Re: Brutal Gamer Interviews Arcen Games
« on: May 26, 2011, 12:07:27 PM »
I partly agree, I dont think Indie games, by definition, remind me of 90s games. But they do tend to come with new, often groundbreaking aproaches where they show they do can think outside the box. Where the big, clumbsy, companies tend to just push out the graphically loaded games for € 50,-(+) a piece, where part 1-2-3-4-5-... are basicly 1 and the same game. Weird thing is, reading how people get annoyed by certain things, is that that seemingly does sell  ::)

13
Off Topic / Re: As part of a social experiment...
« on: May 22, 2011, 05:44:03 AM »
Gave it a go but iirc I didnt like it as a kid and apparently still feel the same about it now :)

I have to agree with Nalgas though, it still is much better than say Dora, which just pisses me off :D

14
AI War Strategy Discussion / Re: Doom Grind
« on: May 19, 2011, 11:15:04 AM »
I find that 2 regular AI on difficulty 9 can go from "instant death" to "hold your ground during early development", above that it seems to be plain "instant death" :D
There seems to be sooo much border-aggression after about 4-5 mins that my mk1-2 fleet is completelly incapable of holding them back.
A cap om mk1 FFs doesnt help much either as you simply cant sustain the pummeling the AI is giving you, at least I cant, not even when I take 1 or 2 nodes before they start attacking.

They are cool games though, for the 10-12 minutes they last :D

15
That sort of thing tends to fade from one's mind, though.  It's like with my son, who is almost 9 months old, unbelievably.  It's already hard to believe what he couldn't do just a relatively short period of time ago. 

That duality of "it seems like that just changed" and "it seems like that has been around forever" seems hardwired into the human brain in some weird way. :)  When I think about what things were like back then, it seems forever ago; when I think about AI War as a general concept, it doesn't seem like it's been that long.

I know what you mean, but I was more refering to that if you'd have said that the early youtube videos you posted were from '96 (or so) I'd have believed you, in that regard you have done a heck of a lot with this game in 2 years. You probably had some long nights (or very short ones, depending on how you look at it) here and there during those 2 years :D

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