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Messages - eRe4s3r

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1246
AI War / Re: Prerelease 3.012 (Bugfixes)
« on: January 17, 2010, 07:33:20 PM »
reload a older savegame, they are randomly alloted it seems... i had one of these too, i didn't even bother to try it, and +100 progression i couldn't stomach (i am at a clean 200 progression in striking distance to both homeworlds and a IV factory, so basically end-game.. can't really use 300 progression (which would add up to 500 after nuke + cleansing of first AI homeworld, the 2nd has a dyson sphere so i can stomach some more progression..

Well you see, this is why i want a change to these.. atm they are too much punishment and 0 reward (for the 2nd' onwards)

Granted, the 2nd one comes at 12 hours ~ but still...

1247
AI War / Re: Sentinel Frigate Spam
« on: January 17, 2010, 04:50:58 PM »
Blah i give up, i suck at math today especially..

Someone explain to me how many of these ships i should have in a fleet.

1248
AI War / Re: Sentinel Frigate Spam
« on: January 17, 2010, 04:12:31 PM »
According to the tooltip they do all only 25% damage if you have 4+

Given their low damage and high energy requirement, this means they are essentially better snipers... and just as useful ,p

They do have a lot of HP's though...

However, that they are effective in numbers isn't really true, that would assume that they are all shooting at 1 target - which they don't. So their lower damage is spread more evenly, meaning you will be hard-pressed to loose anything against them.

Also there is the matter of damage boosting

if you have 2 ships each doing 200k damage at 100% - having them together means 95% damage - 190k - a 5x damage boost means though 950k damage for EACH of them

If you have 6 ships each doing 200k damage at 25% - means 50k damage, damage boosting them means 250k damage for each of them

So 2 ships would have done 1900k Damage - but 6 ships would do 1500K damage (which means its best to send in 2 Zenith Core electricity Bombers and never more than that ,p)

6 is their build limit by the way. For Sentinels because of their low damage, their damage output actually is at all times pretty meh...

1249
AI War / Re: OMG THAT WAS HARD!!!!
« on: January 17, 2010, 04:09:25 PM »
Yes, moving your full fleet in alerts them, and all adjacent planets..

If you do sufficiently small strikes it might not alert the planet and not adjacent ones, meaning you can go under the radar for a while, if you however destroy any vital building (command station) then all other adjacent planets go into full alert...

But besides that more ships you have, does not mean more ships for the AI. the Reinforcements of the AI are something calculated from Progression + Difficulty + Planet Count * Player Number (i think something like that ,p)

So.. more planets will cause more reinforcements, more progression and higher difficulty too, and every additional player doubles the threat. ^^

1250
AI War / Re: Resistance Fighters/Rebellions
« on: January 17, 2010, 04:04:54 PM »
If you really put your fleet into no golem in the game is a challenge, heck you can kite most of them (meaning staying out of their fire-range)

For mining golems its hard, but devourers are practically no threat

1251
AI War / Re: Resistance Fighters/Rebellions
« on: January 17, 2010, 03:13:24 PM »
Exactly, as long as you don't try to take the planet it sits on it'll help you on that planet against the AI, and on the adjacent ones too

Latest pre-release boosted the gattlings so now you should consider it very carefully, you can easily get over-run by it.

1252
I'm not exactly sure how many of you knows that but when trader visits place that is in your supply you can build his things on any planet you own.

Ergo = you place Zenith generator on Home planet and have one place to defend with possibly Superfortress as helper.

Thats exactly my situation ^^ Zenith P-Gen + Super Fortress, but you should save the shield boosters and inhibitors for regions where you wanna save on defenses... your homeworld is probably the best defended place in the game, so a shield boost is not required, if all fails you can rebuild on the spot.. no? But you can't do that on a remote outpost thats bordering 7 other hostile planets...

So better save the good stuff for places where the opportunity allows to use them well ;)

1253
AI War / Re: Prerelease 3.012 (Bugfixes)
« on: January 17, 2010, 11:57:18 AM »
Worked fine for me..

Ehm, i want to make a kind request please

Make a 2nd rebel colony do something useful, like give 30% more ships of the resistence, or allow us to build MK2 versions of them ships - otherwise do not have (please?) 2+ Rebel Colonies spawn at all - this is the only event that punishes the player (massively) for not following it (quickly) even though a 2nd or more colony does not give you any tactical advantage at all, short of the exploration and research raiding you'd be doing there at some point anyway.

ehm, yeah ;) Thoughts?

Edit: Less caps  :D ;D

The reason i am asking is simple, for me the 2nd colony decided (in one of the many tries i did) to spawn in a MK3 world... with attrition device and alarm post adjacent = Not going to touch that with a 50 feet pole - not to worry though, since these spawns are random reload and retry made it spawn in a nice MK2 world in a good position.. i just want them to be doing something more useful because.. well being forced to capture a world is kinda.. not cool

1254
AI War / Re: GFX Mod: Fuzzy Lines b'gone - with 3.011 obsolete
« on: January 16, 2010, 04:58:02 PM »
Yep, i thank ye mighty coder god! ;P

The difference in performance is quite massive and the new lines you used (fainter) look much better  :D ;D

Glad i could cause such a nifty improvement ;)  ;D Now on-to the other bugs! No rest for the wicked!  ;D ;D :D

1255
AI War / Re: Community Suggestion Poll Nominations: Week of 1/17/10
« on: January 16, 2010, 04:44:52 PM »
Graphical Enhancements

Ehm, a topic link..

http://arcengames.com/forums/index.php/topic,2815.0.html (Engine burn effects named, but doesn't only cover engine burn effects!) i guess, though i mean everything in that sub-forum ;p

1256
AI War / Re: Resistance Fighters/Rebellions
« on: January 16, 2010, 04:39:19 PM »
No, you can't capture the dyson sphere (it attacks you when you try to colonize the planet its on), and its gattlings are horrible ineffective at anything, they are 1 shot killed by fortresses for example so you can actually face it head-on with 0 losses for infinity

1257
AI War Strategy Discussion / Re: How to counter Electric Shuttle?
« on: January 16, 2010, 08:07:53 AM »
Forcefields - move your forcefield with your ships - you do less damage, but you'll survive

Though i am glad i never have seen a mass e-shuttle raid

1258
AI War Strategy Discussion / Re: high AI Progress
« on: January 16, 2010, 07:02:01 AM »
You'll be dead by hour 3 ;)  :D But that was impressive of you!  :D

1259
AI War / Do you know this feeling, its why i play AI War...
« on: January 16, 2010, 06:33:00 AM »
Just a little innocent post ;)

Do you know the feeling you get when you just hit 350 progress facing your first ai homeworld conquest, all your production geared to maximum on a adjacent planet, everything plastered with guns and ships, repair drones, engineers mobile builders.. fortresses and every kind of missile you might need, everything prepared, ready to fight one of the longest hardest and most costly fights.. the anticipation that once this homeworld is gone you can entirely leave this arm of the galaxy and prepare for the final offense? This feeling of reaching the milestone that makes the difference between winning and losing? ;)

This feeling is why i play AI War ;)

1260
AI War Technical Support / Re: SlimDX refuses to install
« on: January 16, 2010, 05:22:24 AM »
Have you tried this yet

http://arcengames.com/forums/index.php/topic,1851.msg11580.html#msg11580

If this fixes it please report back - my geek instinct tells me that it shouldn't.. but if it does, its Slimdx to blame.

According to the post you have to manually extract the installer to that temp directory and *then* install slimdx while that dx9 redist is still in the temp directory..  ::) I can't really say if it'll work.. but tis worth a try.

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