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Messages - eRe4s3r

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1231
After Action Reports / Re: Taking Screenshots
« on: January 18, 2010, 11:49:03 AM »
Whats the code you are trying to use?
Code: [Select]
[code] text [/code] is the way to display it without the forum parsing it (i think)

Oh.. i see the forum doesn't allow to display the code* of the code command in a code tag ;)

1232
AI War Technical Support / Re: Stuttering
« on: January 18, 2010, 10:01:19 AM »
Have you patched to the latest version, if that stuttering happens only in the tutorial then that sounds like a bug that was fixed recently..?

But yes, you will have to crank down the graphic settings, your mobile gpu is 7 gpu generations behind.

1233
AI War / Re: Dictatorship, Bureaucracy, or Democracy
« on: January 18, 2010, 08:37:57 AM »
I think its the better system - x4000 is the quality/feasability Sift every suggestion must pass through :D

1234
AI War Strategy Discussion / Re: Locating Home Worlds via Engineers
« on: January 18, 2010, 08:18:58 AM »
Well, thats certainly possible ever since MK1 engineers gained teleport ;p But tis works for anything that teleports ^^

Not really how it is done since you will need the scout info to plan your advance, but besides the waste of engies tis is indeed possible to do.. ;p

The thing is - theres a reason this works
If you give teleporting stuff a move-order it can traverse through all sectors unharmed (because it teleports right after coming out, and is already back in before the ai notices ,p)

1235
Off Topic / Re: A salute to Arcen games
« on: January 18, 2010, 08:14:47 AM »
Yes well, Piracy is certainly a 2 sided thing.. on the one side its freeloading (although numbers will be low given that most pirates don't care for such games ,p), on the other free-advertising. No site AI War was ever mentioned on had the kind of visitor numbers as the ones its mentioned now. And it couldn't have been a better timing (a long slouch, no game releases,scene is in coma).

Anyhow ;) I am glad you bought the game (I ain't the developer (thats x4000) but my name somehow is in the Credits ,p)

So yeah have fun re-learning what it means to play against an AI ,p

1236
AI War / Re: Do you know this feeling, its why i play AI War...
« on: January 18, 2010, 08:01:55 AM »
Time to .. get to work on those population numbers then? AI War - Colonization soon? :p

1237
After Action Reports / Re: The Rogue Commander begins....
« on: January 18, 2010, 08:00:14 AM »
Well before they got the fix in the latest pre-release they couldn't stand a fight against 300 ships .p

I think maybe now we have reduce HP by 30% (before it was x10 more hp) again.. because the AI just like the Player, sometimes under-estimates the danger of that sphere :p

But i do have to admit, that with the current balancing i would think twice before trying to take the planet it sits on...

1238
AI War / Re: Suggestion Shout
« on: January 17, 2010, 10:35:30 PM »
An AI-Specific Fortress that sits at the center of a planet and employs a directional wide beam with a charge time, warning where its going to shoot and massive damage. Specific to Turtle AI but randomly possibly for all others. This system also has a mine ring around the fortress to prevent any quick attacks and a missile defense.

As Size, think 10% of the sector
As Graphic - A huge forcefield covered sphere, that only when shooting opens (could be an animated sprite for the fire sequence)

Directional Beam Fortress Emplacement "Iserlohn"
http://arcengames.com/forums/index.php/topic,1143.0.html

1239
AI War / Re: Sentinel Frigate Spam
« on: January 17, 2010, 10:16:23 PM »
Well if you give them a power boost they only become dangerous in the hands of the ai, which can cheat around the ship cap for them and so is the only one profiting from their "diminishing with cap" damage

Human players can never reach the 2nd part of the equation where more ships would start to do more damage than 2 ships - and 2 ships not even much damage at that ;p

Actually, i think this ship class needs a rethink.. because 600k HP means they are the last thing standing on a planet - but they can't do anything (apart from dieing annoyingly slow). Worse, because of so much HP, if they COULD do anything they'd be like a 3rd defense system (apart from mobile ships and turrets) for the AI, but not for the player, who can never afford to waste so much energy on a adv sensor and a better sniper... in defense their use is 0 since by the time you depend on sentinels to hold it, you might as well scrap the 2 sentinels and build turrets instead.

From a tac standpoint, you could give them scout ability instead of warp sensors, and reduce their fire-rate by 5 and (increase!) damage by 20 or even 30 - THEN it would be a interesting ship. ^^ (Edit: But, the Swarm penalty should then be 5 times as bad, obviously..) otherwise it would be like mobile ion cannons..

1240
After Action Reports / Re: A Somewhat OK Start....
« on: January 17, 2010, 10:01:12 PM »
Well i am just saying  :D

Thats a pretty big raid for 50 minutes in ... are these mk2 bombers?

1241
After Action Reports / Re: A Somewhat OK Start....
« on: January 17, 2010, 09:53:49 PM »
tractors, tractors are your friend ;) (But dude, you need to get a new pc.. seriously) ^^

My first build up tactics

8 tractors at every wormhole - once done, ship production.  ;) Afterwards, turrets, more turrets, everywhere turrets. and shields around the tractors...

But i am a turtle ;p

1242
AI War / Re: Sentinel Frigate Spam
« on: January 17, 2010, 09:52:18 PM »
But the player can only build 16 sentinel frigates.. so that means there is never a reason to build more than 2. You can't really use them for much besides lugging them around with your fleet, and when you do you get 2 ships with 2300dmg each (which i am going to call kindly "underpowered" ,p)

Bringing more with you would be a net-loss, unless you actually start loosing but then 16 20 or 600 sentinel frigates won't save you either ;p

This is completely different than the Zenith Core E-Bomber - which is an awesome piece of hardware (2 get 95% damage, max is 6..) and with 150k damage, a damage boost makes them the deadliest weapons in the game.

So my point being, sentinel frigates are vastly underpowered and vastly wasted when the ai spams them. Because it doesn't give the AI any combat ability, they are long range - like snipers, annoying, but you can actually ignore them entirely and just outproduce the losses.

1243
After Action Reports / Re: Taking Screenshots
« on: January 17, 2010, 09:25:53 PM »
Its ideal for arcengames, but not for the reader, it switches to a new tab and thus requires you to click through your tabs back to the forums here (unless you only have 1 tab open.. in that case, use your tabs better ,p)


I really dislike photobucket as well because not only does it open a new tab, it requires me to click zoom in all the time (annoying) ^^

1244
After Action Reports / Re: The Rogue Commander begins....
« on: January 17, 2010, 08:25:18 PM »
Its very interesting to see and read how you play ;p Now i understand why you want the anti-armors rebalanced  ;D :D Tis a real grind you have a ahead of you though.. especially with that high progression, at that point i would already give up the campaign because at these progress levels the homeworld attack is going to be.. interesting / depressing (to me, anyhow ,p)

I don't understand how you can all play at such high progression numbers heh (maybe i just really suck at this game.. but to me.. i never let it go above 220 (tech 2 border on Dif 7) my AI is always at tech 1 if i can help it

1245
AI War / Re: Google result
« on: January 17, 2010, 07:59:41 PM »
google germany still displays this horrible browser game as first hit..

I am guessing because AI War still does not speak German

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