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Messages - Red Spot

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451
AI War Technical Support / Re: Balance bug or not
« on: December 17, 2010, 06:16:12 PM »
As I already have this topic going about 'not very sure if this is balance or bug'.
I have uploaded a new screenshot, see the first post, is it intentional that you do not capture it when you take the planet?
I almost took the planet untill I realised that station would remain a pain in my rear :)

452
AI War Strategy Discussion / Re: How to use rally post?
« on: December 17, 2010, 04:43:32 PM »
I actually thought about the rally posts. Isnt the mobile one rather obselete ?
The immobile allows you to set ships in "mode"(attack/defend), it allows a convenient construction where you want, it allows cross-planet patrols. What use does the mobile one have, instead of the visual confirmation that that is the place ships will go to ?

Mobile ones can travel through wormholes, so I can have reclaimed ships go where I want them to go! If I want patrols I'll use redirectors, and if I want a static gather point that's easy to spot I'll use mobile posts.

The last I understand, personal preference.
The second is, imo, one of the main benefits of the immobile one.
But what do you mean with the first? An immobile one can be set to other planets, and I assume you send reclaimed ships to your own planets...

Anyway, my question got answered, more or less, they are there cause of preference :)

453
AI War / Re: Nothing to go for
« on: December 17, 2010, 04:36:20 PM »
I've restarted some games on 80 planet maps cause of a similair thing, I'd even dare to say that on an 80 planet map it is more commen to not find any advanced R-stations of Factories in your area. I am however rather new to the game so dont know how it might have been in earlier builds.

I do actually like it, gives proper "early" scouting a good reason and makes it so you cant, by default, just take an area around you and at the same time increase every aspect of your position. Some things are more fun if it takes a longer road to get there :)
(My current campaign, X with 80 planets, has no bonus-stations in my corner of the X, meaning 20planets without any of them.)

454
AI War / Re: Multiplayer?
« on: December 17, 2010, 04:29:19 PM »
A question and an answer all raped inside a single package. :)
Do you have to include the port-number in the IP you are trying to connect to?
(It sounds fairly obvious to me, but I see no mention of it and I can understand that an unexperianced person in this field may not come to that conclusion.)

455
AI War Strategy Discussion / Re: How to use rally post?
« on: December 17, 2010, 01:37:24 PM »
I actually thought about the rally posts. Isnt the mobile one rather obselete ?
The immobile allows you to set ships in "mode"(attack/defend), it allows a convenient construction where you want, it allows cross-planet patrols. What use does the mobile one have, instead of the visual confirmation that that is the place ships will go to ?

456
AI War Technical Support / Re: Balance bug or not
« on: December 17, 2010, 12:48:37 PM »
Pretty much why I asked, I found myself constantly looking at the stats to see how many ships would come from which planets.
F3 can be a big difference it seems, upper and lower limit, you probably want to be aware of that when protecting your assets :)
(Havent yet had the change to use it in a longer running game, so it could still be the preffered way of showing it at that stage.)

457
AI War Technical Support / Re: Balance bug or not
« on: December 17, 2010, 12:39:50 PM »
I'm running 4.051 now.
This seems to run nice, cleared out a similair area of space without any weird things. Did change my strat a bit though as it seems it isnt that smart to only have 1 AI-planet connecting to your planets ....  ::)

458
AI War Technical Support / Re: Balance bug or not
« on: December 16, 2010, 09:28:59 PM »
I just installed(I think) the last beta. It doesnt show anywhere, that I could tell, wether I am running a beta or not.
Anyway, I'll hit the map generator a few times and see if I can create a similair(yet different :)) map again. See how that goes :)

Edit: not sure if it slipped past in the first post, but: "Edit: Also, is there a way to get the wave/threat numbers to reflect no of ship again, I like it that way a bit more." ?

459
AI War Technical Support / Re: Balance bug or not
« on: December 16, 2010, 04:02:06 PM »
1) I tend to do that .... ask my collegues about sending emails with attachments .. ahem (screeny has been attached in the meantime)
2) The latest, afaik I only do not use the beta as it also says I have 1 beta DL still to download, I am also not in Trial-mode.
3) http://members.ziggo.nl/red_spot/Red%20Spot.sav (Just saved it as the next wave only popped up as I loaded it.)
4) I have read on the wiki it should, as it does, say "???". But no waves every arrive, and I have created such a warm welcome for them :) Anyway, yes I have destroyed the gate in that sector as a means to buy me a few minutes to take the planet, and as it is the only AI-planet bordering me there are no other gates.

Just a quick guide to me marking planets:
F9 - Fabricator/advanced research
F8 - Data center
F6 - Planatairy stuff that makes the sector an interesting one to consider taking
F2 - Planatairy stuff available

460
AI War Technical Support / Balance bug or not
« on: December 16, 2010, 03:40:23 PM »
Hi,

Sorry to make my first post on this forum one concerning the following. Just to have it said, this is an awesome game, the first one that I know that has an AI that does "own" you without the "blatant in your face cheating while giving the impression of equal sides" :)


Anyway, I'm at the start of my first game using the 2 DLC's that are available through Steam.
See the screenshot, I have started from the selected planet and secured the 6 dead-end planets and placed econ-command stations there. Moving on the the planet that leads to the rest of the universe. I first cleaned it out without destroying any hardware, not even the gate.
After that I realised that if I where to take the planet the lvl3 planet next to it would become a mayor pain clearing out, so I first destroyed that sectors gate, special forces post, command-center shield-post(the one preventing your from destroying the C-center) and last but certainly not least the counterattack post.
After that I took the planet next to my home-planet. It took the AI a couple of minutes on the lvl3-planet to beaf up the planets defences to about 600-800 lvl3 ships. However, every wave that is spawned gives no destination and ends up waiting at the entry gate to my part of space. I now have a wave of 1734 anti-armors coming in, which likelly will just increase the number of units on the problem planet.

This by itself isnt that big a deal, sniper/guerilla warfare here we come :)
However, whatever I do my ships never actually fire when on this planet. Wether I get ships in and rush them to their target, cloak them under a starship cloaker, load them into transports, or even load them into transports and cloak the transports .. the ships only fire at their targets 1 out of maybe 6 assaults and just get shot to pieces the other 5.
On 1 succesfull run, where there where about 1600 units camping in the planet, I managed to take down the C-center to about 500points of health, 0%, but the next quickly set up assault failed so misserably it is starting to suck the fun out of this campaign.

I hope this is something that can be looked into, not even the total the number of ships, but more that waves will end up in your terf(intended?) and your ships will still fire even on a crowded planet.



Thanks :)

Edit: Also, is there a way to get the wave/threat numbers to reflect no of ship again, I like it that way a bit more.

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