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Topics - Fleet

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16
Hi all! Look at this shiny new sub-forum x4000 kindly set up at my request.

I hope that this will consolidate discussions regarding Defender mode, and will act to more easily connect players who are interested in this mode specifically.

17
AI War / Spirecraft ship cap changes in .49
« on: December 11, 2010, 09:32:59 AM »
This make me sad. Cloaking over 60 attritioners on a planet was one of the most OP tactics I've used in a while. Could easily get in the range of 40,000 damage per second, and the attritioners would never be in danger of being attacked.

18
AI War / Fleet ships are now immune to attrition?
« on: December 09, 2010, 12:59:03 PM »
Hovering over the icons in the galaxy map, I see that fleet ships now have an immunity to attrition. Was this intended? Latest beta, .47.

19
I'm not calling for an immediate change, but I was pretty annoyed when my complement of Mk I raid starships were eaten up. I not only lost them prematurely (they could have lasted longer and killed more structure), but I could not build more because they were still alive...The raids seem to have very little utility as a deep-raider when these deconstucters are in play. As in, they can't do anything.

20
AI War / Function of the wormhole guard posts
« on: December 04, 2010, 02:25:27 PM »
I wanted to ask about the function of the wormhole guard posts. Do they affect reinforcement at the wormhole? If not, what is their purpose?

21
AI War / Are Golems still sent as part of Fallen Spire waves?
« on: November 25, 2010, 12:10:50 AM »
Just got my butt kicked after starting construction of of the city hub. 6 black widow golems, an armored golem, re generator golem, core starship, 9 raids...and a bunch of other nasties. Was I really supposed to defend against this? Short of multiple super fortresses, my complete complement of turrets and force fields, all the mass drivers...can I actually kill that many ships that are making a beeline for the hub?
This was on .40 or .39.

22
AI War / Redirection Rally Posts question
« on: November 23, 2010, 11:45:23 PM »
Say I have two planets that each have a redirect rally post directed at the other. (or three, forming a circle). Does this mean that any ship entering any of those planets will rally to one of those posts, and enter the loop? I really like the idea of setting up a space dock to pump a ships that will cross-planet-patrol, but am worried that my forces i'm using for manual offensive purposes will get caught in the mix.

23
AI War / I felt the new Trailer was underwhelming
« on: October 25, 2010, 10:16:56 PM »
Not sure if its because I'm accustomed to AI War.

I'm trying to put myself in the shoes of someone who does not own the game. I was waiting for a moment when I felt "Wow, thats epic!". Don't think I felt that.

The whole AI getting angry thing was a few starships that came though. They got pummeled on by a million missiles, yet seem to take no damage (to the casual observer, your target audience). A few ships came through, were fired at a ton, but just sat there and continued attacking.. I was expecting a thousand mad AI ships to come pouring out of the system and start spreading all over.

Maybe it was the music. Maybe I would have been happier with something like the ending theme from Saw :)

However, just as important as my opinion is how you feel about it (you being developers, forum frequenters, etc).

That being said...your game is my #1 fav for almost the past year! Wow, its been sooo long.

24
AI War / AI War development has returned
« on: October 09, 2010, 12:13:58 AM »
All hail the mighty AI War Developers, for they have returned, and have brought with them the onslaught of game-polishing bug-fixing feature-adding updates we have come to know and love.

The Dark Ages of Unity Private Alpha is over. Let us rejoice in this new epoch of the Unity Public Beta! May it last for a thousand generations (or at least another few months)!

25
AI War / How to I change combat style?
« on: October 02, 2010, 01:22:11 PM »
In the Unity release, how do I change from 4X to Normal or Blitz?

26
AI War / Radar Jammer Engineering Design
« on: September 26, 2010, 09:26:47 PM »
I want to talk to the engineer who designed a Mk I Radar Jammer station to limit the effective range of all ships on the planet to 1000, yet certified the Radar Jammer attack range of 7000.

27
AI War / How do Nanoswarms work?
« on: September 12, 2010, 02:04:11 PM »
I do not understand the tooltip for the Nanoswarm. I can read at a college level with ease and I can't understand this  ;D

Does it work in the same way as a parasite, the difference being its attack necessarily causes the ship to be destroyed? So once it attacks a unit, its tagged and will be reclaimed on death just as if it were shot by a parasite?

28
AI War Strategy Discussion / Defending Tips on High Difficulties
« on: September 10, 2010, 11:29:39 PM »
Hello,

Currently in a game diff 9/9 against a Sledge Hammer and The Tank. First few planets I took easily enough. I got to the point where i had two home-system adjacent planets, and two separate planets farther out, and (still one AI planet next to my homeworld). At about this point, with 5 planets that could be warped (with 3 of those having 3 AI wormholes as possible incoming warp locations), I found defense was getting unmanageable. I have maxed out my basic and MLRS MK I and basic Mk II, but they don't seem to provide enough firepower since I have to cover soo many wormhole locations with them. Fleet ships help out, but I can't use too many on defense since I still need an offensive force. I destroyed the two stations on the adjacent-to-homeworld systems to stop wormholes there for now (since they have supply its no problem for a temporary measure), and destroyed the last gate next to my homeworld, I now only have to defend 2 worlds (both of the farther out ones.

I'm vary wary of raising AIP, especially because of the higher difficulty. At this point, would it be advisable to take out some warp gates, so I can concentrate my defenses? I can post a save or galaxy map picture, if requested. 

Playing co-op with one ally (who is unfortunately working very slowly due to a tough start). 

29
AI War / Unity progress
« on: September 09, 2010, 09:10:49 PM »
Is a mid-september release for early public unity access is still the target?

30
AI War / Uses for Eye-Bot Cloaking Boost
« on: September 07, 2010, 03:56:14 PM »
Funny feature this "cloaking boost" is for the eye-bots.

If the eye-bots are in low-power, the cloak booster is non-functional, meaning a tachyon beam will decloak all eye-bots in the area.

If the eye-bots are at full-power, but there is an enemy nearby, the eye-bots immediately open fire, thereby decloaking all of them...even if no tachyon beam is present. So, cloaking boost does not help eye-bots get by planets

So in either case, cloaking boost does not seem to serve much of a purpose. Either they try and sneak by low power, in which case if there is a detector they are all boned. Or, since the boost only functions at full-power, send in all the eye-bots at full-power and cloak boost is disabled when every eye bot attacks.

Thoughts? Not an angry rant, I just found this really odd so I paused the game to type this up.

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