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Messages - mindloss

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16
AI War / Re: Poll of Shame
« on: September 15, 2011, 08:59:35 AM »
hmm... interesting. apparently I needed more granularity in the "a few hundred hours" range :)

and at first I had 0-5, 5-25, 25-100, 100-500, 500+.... but then 25-100 just seemed like an outlier

17
AI War / Re: Poll of Shame
« on: September 14, 2011, 10:59:20 PM »
I think Steam has me down for about 3 hours and 45 minutes of play

No need to be embarrassed, we were all new once. Welcome to the forums!

18
AI War / Poll of Shame
« on: September 14, 2011, 10:27:26 PM »
I'm new, so for all I know Steam is a recent addition, but I'm gonna go ahead and assume AI Wars has been on it for a while / since the beginning. Also, my bad if the ranges are too high / too low.

19
AI War / Re: Transport and AI Freeing Behaviour
« on: September 14, 2011, 10:20:51 PM »
Voted for free-if-military. Seems like it'd be fine gameplay wise (dunno what it does currently), and makes most sense to me from plot perspective, i.e. I suspect the asskicking AI has the ability to scan the inside of a non-cloaked transport, take mass measurements, what have you...

20
AI War / Re: Spirecraft Attritioner usefulness-increase possibilities
« on: September 14, 2011, 10:17:34 PM »
Off topic:

I came here to spew a bunch of numbers but it looks like the janitor beat me to the punch. There may be a case for leaving them as-is, as the raw numbers suggest that in the right setting, they do massive overall fleet damage. They never end up killing anything, and you don't really see any damage happen, so it doesn't make them an exciting unit, but that doesn't necessarily mean they're broken. However, it could be that with the way targeting and individual shotpower and all works out, their spread-out damage doesn't actually have a significant effect on the outcome of an ensuing fleet battle. Or it could be that it does.

Okay, here's the part that's actually off topic:

The above suggests that testing an identical fleet battle both ways (with softening up by attritioners and without) would be a Good Thing To Do, but of course with the PRNG, any two battles from a given save point are going to be so wildly different that the effect of the attritioners, if any, will be lost to noise short of a sadistic amount of retesting.

So, simple question: why not include a debug toggle that allows you to suppress re-seeding of the PRNG on reload (and anywhere else it might be triggered)? This would make it pretty straightforward to see if they actually "do anything" other than aggro, not to mention allowing for a whole bunch of other find-the-optimum-strat tests.

...unless, of course, that's what you're trying to discourage... on second thought, maybe keeping fuzzy mysteries is a good thing, prevents grind in the long run. Still, it'd be useful for this.

On topic:

I don't have much of an opinion about this, but I have been meaning for a while to suggest a unit/turret be made which acts as a legit gravity well, complete with increased acceleration as a ship is drawn in. Hell, you could even use them offenso-tactically (http://wiki.uqm.stack.nl/Leyland_Gravity_Whip :P). Dunno whether that would jive with existing motion code, of course.

21
Okay, let me clarify: I'm used to that. I'd have no problem with it being changed, but seems like all types of scouts should be made to show consistently military or not.

22
Just gonna chime in and say yeah, regular mk1-4 scouts are counted as 'military ships' on overview (which is the way I like it), and scout starships/spire scouts are not.

23
AI War / Re: Detected AI Progress Reducers galaxy map overlay question
« on: September 13, 2011, 11:24:11 PM »
Oh, okay. I just came back to add spire civ leaders to the list too; with them turned on, this overlay can become virtually useless, as the majority of scouted planets are reading DC 1 and I just have to mouseover them all individually anyway. Maybe move spire leaders to their own list as they're the biggest offender here?

24
AI War / Re: What difficulty range do you most often play with?
« on: September 13, 2011, 11:22:03 PM »
I answered 6-7 as that's what I have been playing recently and expect to be moving up, but the majority of my games so far were in the 1-5 region. Specifically, as I was getting to know the game and try out different settings, I'd do a lot of 3/5, 4/6 stuff. I had one or two 2/2, 2/3 games when I was trying something completely ridiculous. I've never tried a 1/1 as "Sandbox" implies to me that the AI probably just sits there impotently and doesn't even spawn ships or something. :P

And after reading that other thread, I'm looking forward to trying out a 10/10 or three to get my face kicked in.

25
AI War / Detected AI Progress Reducers galaxy map overlay question
« on: September 13, 2011, 11:17:53 PM »
Man, too many words in the subject.

So when I put this on, I see "DC <#>" everywhere, usually DC 1, counting the number of "progress reducers," which can refer to data centers, superterminals, or co-processors...

What's the DC all about? I'm gonna go ahead and guess this might be a holdover from when Data Centers were the only progress reducer. If this is true, lemme know so I can put something in mantis about updating this to say ST for superterminal, CP for co-processor... or was the issue that displaying each of those individually takes too much text space, and leaving it as is was the quick fix?

26
AI War / Re: AI War Beta 5.017, "Return of the Hunter/Killers," Released!
« on: September 13, 2011, 08:14:23 PM »
As always, thanks for continuing patches. Sounds like the rollback to the old shield mechanics makes sense, but I must've missed the conversation about having the HFFs take "radius damage". I was really enjoying their fixed size; I thought that added a deeper variety of placement options (with shrinking FFs, it pretty much always makes sense to lump squish everything as close to the gen as possible), and also felt that added a needed differentiation between the HFFs and regular ol' FFs above and beyond the armor thing which I feel is a much smaller difference.

I hadn't noticed a problem with them being destroyed more often. And if they are, so what? That's the price you're paying for a superior shield. :)

27
AI War / Re: Cannot even complete tutorial
« on: September 12, 2011, 09:41:13 AM »
I'm pretty sure multiple docks vs multiple engineers is an energy trade off if you haven't hit the cap for production speed from one dock.

...good point. True. But I also think it's 1000 energy per, which works out to 1m+1c per second, I think, which even for several docks is gonna be <1% of your overall resource income, which is the important thing. Not a big enough difference to matter compared to whether it helps you play more effectively.

28
AI War / Re: Cannot even complete tutorial
« on: September 12, 2011, 09:32:30 AM »
I was using one/two docks until recently, and now I've switched to 4-6. It's basically the same either way insofar as resource use, and with multiple spacedocks you have more granular control over queue order and routing to planets/control groups etc.... can be useful once you're used to it.

But that's off topic, isn't it? :)

29
AI War / Re: First Impressions and Simple Questions
« on: September 12, 2011, 09:27:14 AM »
Note you can also see enemy's ranges by holding z and pressing x (very useful to know), and you can see the "would-be" range of your currently selected ship by holding z and pressing a (occasionally useful ;)).

30
AI War / Re: Martyr Balance Feedback
« on: September 11, 2011, 06:09:22 PM »
some planets spawn with five (read: 5) ion cannons of varying marks; that'll decimate your fleet no matter what you do.

...kill 'em with starships?

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