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Messages - jordot42

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31
AI War / Great mood music
« on: April 01, 2011, 10:12:26 PM »
Go to Youtube and type "doom psx music" in the search bar.  Make a playlist and immerse yourself in some AI War with these tracks.

32
AI War / Re: My first win!
« on: March 30, 2011, 03:39:56 PM »
I think because I played on level 6, I didn't need too much stuff I guess.

The spire ram bonus ship helped out a ton.  I had level 4 bombers, frigates, and rams only.  I used the bonus ships neinzul commandos and neinzul tanks (whatever their name is) to help keep waves pacified.  The only starships I used were the level 1 seiges and bombers (and scoutships to help with scouting).

33
AI War / Re: My first win!
« on: March 30, 2011, 03:34:23 PM »
Thanks!!

Oh, I forgot to mention the guardpost that launches mark V waves about every 3 minutes on the 2nd homeworld.  It launched 2 before I was able to take it out.

Fantastic game, x4000!  Tons of fun.

Level 7, here I come.

34
AI War / My first win!
« on: March 30, 2011, 03:14:09 PM »
With the 5.0 expansion, I finally decided to play real games instead of quitting 2 hours in.

On level 6 vanilla, I lost the first 2 games.  Then on my 3rd try, I was on my way.

The first AI homeworld wasn't too bad (I had only around 130 AI progress just before that homeworld blew up).  The guardpost that launched 120 100,000(?) hp damage beams every 6 seconds (I had to kill 4 or 5 of those) threw me for a loop, though.  I really like the graphics of the beams, btw. 

Then ridiculous waves started coming in.  I was able to hold those off while beginning my push on the final AI home a couple hours later.  Then I had a 3100 ship CPA!  Oh come on!! :o

After diluting that some (with help from the devouring golem) and seeing that the remaining CPA ships lost heart and loitered, I resumed my attack on the homeworld.

Even though the homeworld threw some cheese at me with the cockroach guardpost thing (I was like, "...da f*%k!!"), I beat it.  So exciting, my first win!!

35
AI War / Re: What does "lost" mean in the stats button?
« on: March 19, 2011, 04:31:44 PM »
Ah, OK.  Thanks!

36
AI War / Re: What does "lost" mean in the stats button?
« on: March 19, 2011, 04:19:58 PM »
"Kills made by" is the number of ships that my ships have killed of the AI's I think, not "killed".

Or am I wrong on that?

37
AI War / What does "lost" mean in the stats button?
« on: March 19, 2011, 04:11:20 PM »
In the "ships by player" tab, you have "built", "killed", "lost", and "kills made by".  What's the difference between "killed" and "lost"?   ???

Thanks.

38
AI War / Re: Wave to ???
« on: December 28, 2010, 07:04:48 AM »
I've had this happen when the AI mounts a wave against a planet I had, but lost control of before the wave hit.
Same here.

39
AI War / Re: Core Shield Generators - Discussion
« on: December 04, 2010, 08:14:47 PM »
...here's my opinion: This idea really sounds like what's needed for me to get back to playing. I always wanted some near-term concrete goals right off the bat that i had to do rather than just wandering around attacking stuff, perhaps now i'll stay focused.

That's actually an excellent point.  Having short-term goals on the way to a bigger goal is a lot more fulfilling than just the final goal way out there in the nether.

40
AI War / Re: Core Shield Generators - Discussion
« on: December 04, 2010, 07:58:20 PM »
A takeoff on an idea from WinterBorn:  Each AI homeworld has a "human firepower inhibitor" that starts at 99% efficiency.  What this thing does is reduce all human weapon effects and ship abilities (damage, EMP length, cloak radius, weapon boosting radii, etc) by 99%.

How to counter the inhibitor you ask?  Destroy the inhibitor energy reactors of course!  A small reactor reduces inhibitor efficiency by 2%, medium by 7%, and large by 15%, for example.  Each AI would have its own set of reactors.  Can only be destroyed on planet ownership change.  The larger the reactor, the farther from the human worlds it is.

So for those who want to rush the AI, go ahead.  Good luck doing piddly damage per attack.  But for those who want an even fight, the conquering of several planets would be mandatory. 

So now you have a choice on how you want to proceed while (hopefully) encouraging more planet capturing, as per the objectives above.

As a story side-effect, having the AI use energy reactors does go with the AI technology being based on the human technology (since humans created the AI in the first place).

41
AI War / Re: Core Shield Generators- time sink
« on: December 04, 2010, 06:33:46 PM »
I also think people need to calm the flip down. One of the things I like about these forums is how damn friendly everyone usually is with each other. Let's not change that just because of an untested new feature in a Beta release. If nothing else, it might put off new members.

The bolded is a good point.  I was thinking of buying a certain wargame from another site.  I checked out the forums to get opinions.  I came upon and read some posts about the company charging for what was basically a compilation of every edition of the game ever made.  These cheap tightwads were complaining (quite vehemently at times) about spending a measly $35 to support a game they were rabid about.   The fact that the company updated the game for free for the past 3 or 4 years was irrelevent to these people.

The point is that post soured my opinion of the game straight-away.  I still haven't bought it after all this time.

You can engage in all the namecalling you want, but I suggest it not be done in these public forums.  I'm sure I'm not the only person put-off to trying new games by irate, abusively vocal veterans of said-games posting for all to see.

42
AI War / Re: Thoughts on speed of combat in 4.0
« on: November 06, 2010, 09:21:40 AM »

43
AI War / Re: AI War Beta 3.718, "Humanity's Bruised Ego," Released!
« on: October 19, 2010, 06:27:50 AM »
The reference tab that lists the ship vs. ship bonuses, projected damage, projected winner, etc.,  is a work of pure genius.  I almost shed a tear working with it;  it's so brilliant.

44
AI War / Re: AI War Beta 3.714 Released!
« on: October 15, 2010, 06:19:18 PM »
I think the present bonus presentaion is great as-is, but here's an idea for something different:  first you click a ship. Then you hold a button down (let's say the "<" key) to see the ships it has bonuses against
 
that you've seen this game (similar to holding "t" to see the minimap).  That list can be an overlay (like the minimap) or a small text box next to the main one.  In the interest of saving space on the textbox thing,

just show that the ship has a bonus, not how much the bonus is.  We can save the details of the bonuses for the main textbox.

45
AI War / Re: AI War Beta 3.713, "The Balance Destroyer," Released!
« on: October 15, 2010, 12:59:37 PM »
It took me all of 2 seconds to love the new "bonus against hull type system!" 

Could you alphabetize the attack multipliers though?  On some ships (frigates for example), the list is fine; but on others (bombers for example), you go from (h)eavy to (a)rtillery to (c)ommand to (u)ltra heave to (s)tructural.  Cross-referencing would be much quicker with an alphabetical list.

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