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Messages - Spikey00

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16
A Valley Without Wind 1 & 2 / Re: Few minor website issues
« on: April 29, 2012, 02:52:27 PM »
Also, I noticed that the maximum number of players supported by AVWW wasn't defined anywhere in the technical details (or perhaps I didn't notice it).  That's something I'd recommend to be included even if there is no hard limit, so people don't assume it's just a low-fly number.

17
A Valley Without Wind 1 & 2 / Few minor website issues
« on: April 29, 2012, 02:42:58 PM »
Hey!  First, congratulations on the launch of AVWW--I already hear it has exceeded the success of Tidalis, and some of my friends have interest in giving it a try. 

Just a few website issues, nothing major but just for polish:

At:  http://arcengames.com/w/index.php/games/avww-features
"Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4" appears under "The Creators Of AI War Bring You," in multiple browsers (including IE).

At:  http://arcengames.com/w/index.php/avww-press
Doesn't have the "features, locales and enemies, learning the game, etc." legend bar on the right side as all the other pages do.

And regarding that same sidebar, the "currently viewing link" highlight doesn't work throughout the website; on AVWW it usually highlights 'Downloads,' on AI War it highlights 'Buy,' and Tidalis 'Features,' and sometimes it changes [randomly] which might be confusing. 


18
AI War / Re: How did you find out about AI War?
« on: March 22, 2012, 02:15:21 PM »
Am I one of the few who actually came upon this by Googling terms like 'comp stomp' and such?  :p

19
AI War / Re: Sentinel frigates refuse to target some ships
« on: March 06, 2012, 01:56:19 PM »
One, as Zenith sentinel frigates have infinite range, they are considered snipers. As such, all sniper immune ships are immune to sentinel frigates.
Two, do the sentinel frigates not have radar dampening immunity? I thought all snipers had radar dampening immunity. Though I am thankful for a counter mechanic to these very annoying fleet ships when in AI hands.

Artillery golems are probably the exception to that--they can snipe everything with their artillery ammunition, regardless of dampening. 

20
AI War / Re: Anyone with Photoshop skills for a quick and easy task?
« on: March 06, 2012, 12:42:55 AM »
Hm, the aspect ratio un-centers it on Facebook but the profile avatar fills that space (and the Spire expansion doesn't go over the edge), so it's a keeper!  Many thanks for your help, clone (and your other suggestions for the game insofar)!

21
AI War / Re: Some interface thoughts from a new player.
« on: March 04, 2012, 02:28:25 PM »
The minimap still exists in AI War, although I really haven't used it ever and only recently remembered about it.  Press and hold T. 

22
AI War / New AI War Facebook Page Address
« on: March 04, 2012, 02:17:38 PM »
Quick heads-up that the new address for the Facebook AI War page is now (not case sensitive):
https://www.facebook.com/AIWarFleetCommand

The old address was (and now redirects to the new one):
https://www.facebook.com/pages/AI-War-Fleet-Command/143457342376

Would have used facebook.com/aiwar instead, but it didn't accept as I assume there's a minimum character limit for the username address.  So remember!  If you haven't done so already, become an AI War:  Fleet Command fan on Facebook today!

23
AI War / Re: Anyone with Photoshop skills for a quick and easy task?
« on: March 04, 2012, 01:34:15 PM »
It looks fine to me; many thanks Orelius.

Is it just me or does the Hybrid on the CoN box always look like it hasn't had quite enough V8 today?

Any hybrid with the lack of modules is one that I find perfectly fine. 

24
AI War / Anyone with Photoshop skills for a quick and easy task?
« on: March 02, 2012, 02:02:25 PM »
Since Facebook is to update pages by the end of the month, so I'd like to put this Alien Bundle banner up for the cover photo of our AI War group as it displays all the expansions with the logo (unless Chris or Erik have plans for that).  However, I'd like the "Alien Bundle" part removed without roughly cutting into the white fog (and possibly the AI War caption moved slightly lower and/or enlarged) which is why I didn't mspaint it. 

The image is here:  http://arcengames.com/w/images/stories/aiwaralienbundleheader.jpg


Thanks in advance!  Re-host it anywhere you like, i.e. imgur, imageshack, etc.

25
AI War / Re: General Hacking Discussion
« on: February 28, 2012, 04:47:24 PM »
Meh, too gimmicky for me that their only purpose is to grant players a new bonus ship type and then remain inconsequential for the rest of its lifespan.

26
AI War / Re: General Hacking Discussion
« on: February 28, 2012, 03:36:37 PM »
Just throwing out an idea; ARSes need a more integral purpose beyond capture and throwaway IMO.  I feel 15k knowledge isn't a lot for the cost of taking/holding those planets, especially when you need all five labs simultaneously alive to get the maximum benefit. 

27
AI War / Re: General Hacking Discussion
« on: February 28, 2012, 02:16:22 PM »
Is there any interest for fitting the ARS into the new hacking mechanics?  Not the bonus-ship hacking, but giving extra free K on raids without increasing the AI raid response.  http://www.arcengames.com/mantisbt/view.php?id=6192

Quote
They have always been a throwaway vessel because the players should already have several MK1/2 sciences running around when they get to that point of capturing an ARS planet, and of course they were very weak.

I'd really like to see something more unique be done with the ARS, possibly with knowledge raiding mechanics from 5.028.
i.e. they can each k-raid up to 3k without increasing the AI zombie-ship-spawn response (but this should be indicated in the UI), so that's a maximum of 15k extra from a maximum five labs in one game.

I suggest that the total amount of knowledge gatherable be dependant on the amount of ARSes humans control currently, so if they lost two but have three they could only gather 9k of the 15k knowledge, emphasizing keeping these labs safe throughout the game. They stop collecting raid knowledge if the player loses them in action and the cap is now exceeded.

In multiplayer, the lab should collect for everyone.

28
AI War / Re: Remastered Music
« on: February 27, 2012, 06:31:20 PM »
I figured, although don't they offer a variety of options to artists?  Just curious since I don't know much about the inner workings of iTunes, and it seems it's not such a great option for indie musicians.

29
AI War / Re: For munition and armor boosters...
« on: February 27, 2012, 06:25:10 PM »
The one time we had speed boosters from an ARS, we always hid a blob of them underneath a cloaker starship in a corner of the system we were attacking. Works great!

Speed boosters are only available from fabricators--they aren't a bonus ship.  As you said though, they're best if you keep them cloaked far-off from combat since they buff the entire planet, unlike vicinity-based buffers.  With that in mind, I don't see a need to buff the speed boosters.

30
AI War / Re: Remastered Music
« on: February 27, 2012, 06:21:29 PM »
Yikes, didn't realize that iTunes charged for monthly upkeeps--isn't a percentage royalty best for both the [indie] artist and Apple?  How have the sales for the soundtracks been insofar, anyhow? 

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