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Messages - Spikey00

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1096
AI War Strategy Discussion / Re: Planetary defense strategies?
« on: November 08, 2009, 04:23:40 PM »
I usually immediately scout the adjacent planets, then determine which pose the most long-term threats.  Otherwise I place at least five (usually 10-30) per wormhole if needed, and a whole bunch of turrets further away from the wormhole, as to cover ships immune to tractor beams.  However, all turrets should be placed to be in range of the wormhole, at all times.

Of course I'm fancy so I place them all in neat patterns symmetrically.  


I usually make sure all ships are tractored with important wormholes.

--

Excuse the fragmentation for this post, since I forgot to finish it.  rofl

1097
Quote
-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them.  Fixed.

Aw. I was hoping this would be kept and that holding space bar would let you follow that ship around, much like your own ships. :(

The rest of the list looks awesome; looking forward to trying these out!

This was the root cause of your being able to use someone else's colony ship, and actually you could put ships you did not control into low-power mode, etc -- a pretty bad exploit.

I actually liked it--was surprised when it actually wasn't a feature.  I am more of a trustworthy partner, and I used to monitor my allies power and toggle them if possible (OCD again) and be careful to monitor them when they need more or less power.

I was going to even ask if you could give ships to yourself from other people, because again, I was thinking of sharing Science vessels in opposed to requesting a player to build you one, then give you one, etc. by using the build queue of an allied Command Station to construct a Science Lab, then ask them to give you it quickly with a flare.


Spires are a huge economy drain (36K Metal/108K Crystal), and require 10K Power to function, along with Zenith Starships, costing the most power from all Starship types.  Ship cap is limited to two.

1098
AI War Strategy Discussion / Rebalance of Raid Engine AI
« on: November 08, 2009, 12:36:35 PM »
Yesterday, me and Zuul were in contact and were playing a couple games together that we basically lost hilariously to the AI.  We already spoke of this on IRC with Revenantus about this issue briefly, but I suppose posting it on the forum wouldn't hurt.

Basically, the Raid Engine (8) is absolutely brutal early game, as it sends a couple hundred waves of III ships even before 20 minutes!  This was noted on all five of our lost games that included the Raid Engine personality--Zuul claims that after attacking a planet with a Raid Starship, the AI went "ape@$#!" and began the massacre.  I personally believe that he activated a planet adjacent to the attacked that contained at least one Raid Engine (where it says "AI Alerted to Your Presence in Galaxy Map).  Hilariously, I can report the AI mysteriously attacked him only, and my attempts to save him were in vain in all five games (before quitting, the AI then starts sending all units to me after destroying his home Command Station).

I strongly suggest that the Raid Engine not use III ships so early on because there is simply no way to hold them when mixed fleets of Fighters, Bombers, Cruisers, and specialty ships come wave after wave. 


For now, I and Zuul are terrified of this AI personality, and will suicide our home Command Stations if we encounter another Raid Engine!

1099
AI War / AI Leftover Stealth Tachyons
« on: November 07, 2009, 09:36:02 PM »
This is a minor request for something to be done with Stealth Tachyons, as I doubt anyone really wants to spend the time in destroying them when they have completely conquered a world. 

The problem is that in Planet Overview it shows that there is a presence of AI units within that planet (the symbols underneath the planet symbol, and is sometimes distracting.  Having them auto destruct after X seconds when planet has been captured would be nice, or some other compensation.

1100
AI War / Re: Allied/Owned Ships on Planets in Galaxy Map
« on: November 07, 2009, 07:11:51 PM »
Oh, I just saw it!

Thanks!

1101
AI War / Allied/Owned Ships on Planets in Galaxy Map
« on: November 06, 2009, 10:41:43 PM »
I would like to have the convenience of being able to determine quickly how many ships I and my allies have on a planet.  Currently the game shows how many enemy ships are on a planet, but not the amount you have on the planet.

1102
AI War Meeting Grounds / Re: STARTING GAME IN 1 HOUR - JOIN NOW
« on: November 06, 2009, 09:46:36 PM »
Well they are planning on having Gamespy doing that, soon I believe.  This would solve much of the issue--but for now, we have to wait patiently.

1103
I'll have myself dedicate more time in testing these new additions and fixes/improvements. 

I will test this anyways hopefully tomorrow but does the message that informs the players of mismatch versions appear, instead of a blank lobby?  I will test 2B to 2C.


Thanks once again for providing the community with pre-releases!

1104
Enemy Golems, huh? 
That sounds interesting--though depending on the implementation of this, perhaps the Zenith wants these to be destroyed as well in protection of itself, too?  Perhaps it gathers its own forces to attack it, maybe coordinated with the player's actions somehow?

1105
AI War / Re: Bought a new rig to run AI wars ...
« on: November 06, 2009, 03:58:32 PM »
All thankfully in due to the game's efficiency. 
I have a dual core P4 2.8GHZ and it runs (mainly) smoothly, of which I am appreciative for.

Congratulations on your new purchase, Snowman!

1106
Weird... seems that my friend (before upgrading to 2.001B) connects to a blank lobby when joining my 2.001B game (expansion enabled in Settings Menu for me) instead of receiving a "To connect to this server, you must be running version 2.001B of the game."

After disabling the expansion in the settings menu, my friend reports that he is able to connect now, but I don't see neither him or vice verse. 


After upgrading however, he is able to connect successfully.

1107
AI War / Re: Handicaps and Power Generators
« on: November 05, 2009, 08:25:45 PM »
Yeah, I could imagine it being easy with a handicap with energy multipliers.

Thanks!

1108
I am unsure, but I believe Golems are created before the game starts (having omnipotence and searching worlds everywhere).

1109
AI War / Re: Handicaps and Power Generators
« on: November 05, 2009, 07:33:15 PM »
Whoops, thanks for correcting me.

I understand; though isn't that what handicap players want?

1110
AI War / Handicaps and Power Generators
« on: November 05, 2009, 07:17:45 PM »
I'm wondering why with handicaps, the power generators produce the same amount of power, but with a penalty of the same resource multiplier?

eg.  300% Handicap
T2 PGen Provides
40 000 Energy
- 60 Metal
- 60 Crystal

With no handicap, the penalties are I believe -20 of both resources.

Is this intended?

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