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Messages - eRe4s3r

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1276
AI War Technical Support / Re: Cant start up game - unhandled errors
« on: January 14, 2010, 09:30:27 AM »
Yeah its a very very common thing that happens with fonts, the fonts in there need to be installed (which happens when you copy it in) but its possible for the fonts to break/corrupt while installed so then it thinks its installed but half of the file might not work.. not really sure what happens.. but re-adding them solves it.

Talk about weird windows bugs eh

1277
AI War Technical Support / Re: Cant start up game - unhandled errors
« on: January 14, 2010, 09:09:06 AM »
I am not sure but this error message would indicate that your Arial font has become corrupted... What OS do you have? The error would indicate WinXP ;)

Go in your fonts directoy in Windows\Fonts and move the Arial font out in a different folder, and copy it back in, that should fix it. If not, i don't know where or how but theres ways to get the font from the windows cd.

Though if that doesn't help i don't know ;)

1278
AI War Strategy Discussion / Re: high AI Progress
« on: January 14, 2010, 06:48:04 AM »
4500-5500 progress, on 40 planets DIF 5 ??? ;P  ;D :o :o

The average progress to win such a small map is 300-400  :D

However thats an amazing report, and a bug is there too, the Zenith ships should not de-spawn at all. It seems you tried the capture all approach and that is immensely impressing, have you won the game or are you still grinding through the last homeworld? Whats the average raid size? How can you survive cross planet raids?

Well the ai reinforcements are based on progress and how many planets you own multiplied by player count - so yes, the waves will get much more massive without limit, theoretical - i think you are the first to ever play with such high progress ,p

However, DIF 5 means that the ai gets much less reinforcements than Dif 7 - and the ai types you play against are not the most dangerous ones. I don't know what kind of reinforcements you are seeing but on DIF 7 you'd see exclusive core raids and ship composition on all enemy worlds, basically every world would be a core world, and you seem to be lucky not to have a raid engine anywhere.

Well its an amazing report anyhow, i can only speculate on anything beyond 800 progress

1279
AI War / Re: Steam release of 3.0 and Zenith Remnant is likely tomorrow.
« on: January 13, 2010, 05:01:35 PM »
Ah i was asking about Achievements because the Zenith store page doesn't list it as feature (these features really need to be updated to match the original games listed features otherwise its kinda confusing)

Actually, the store page doesn't list the achievements either ;p

You know the tab thats called

"Includes 178 Steam Achievements"
View Achievements here.. and so on

Might be worth to mention it on the store page that the addon also adds *new* achievements  ;D (Just saying) (You know how those achievement hunters are ;p)

1280
AI War / Re: Steam release of 3.0 and Zenith Remnant is likely tomorrow.
« on: January 13, 2010, 04:54:42 PM »
Just so its known, i just unlocked with my (i guess i actually had one of the first serials?) on steam without problems, it patched and everything works flawless, the new music is awesome and.. hopefully not hurting any feelings here, much better, much less.. ehm, happy tunes, and much more moody tunes!

Besides that i hope the Release boosts sales for both games.

And 1 Question : While the game expansion has gotten new in-game achievements, are there any plans on adding them to the steam achievement list (or are they already on there?)

And while touched on music, birth of golems is definitely one of the more awesome tracks ;p

1281
AI War / Re: Mass mailing to preorder customers
« on: January 13, 2010, 03:50:40 PM »
Actually "imminent release" is not a broken meaning though. While a weird phrase i often ask x4000 to imminently patch a bug  ;D

1282
AI War / Re: Translocators and Forcefields
« on: January 13, 2010, 07:53:58 AM »
I think what you really suggest is implementing an "Anti-Teleport Field Turret and Anti-Teleport Turret" ;)

Yes they can do that and i was surprised as well! But you can simply build a mobile something and they'll play with that instead, but speaking of that.. in my current game i have core translocators.. you can imagine the rest ;p

1283
AI War / Re: Scout Starship
« on: January 12, 2010, 01:01:03 PM »
Totally forgot about these hah  ;D Ok, granted i meant it a bit differently

I mean detectors that give scout intel and have high HP - ie fleet ships - Tachyon Microfighters i have *never* seen in my games so far, De-Cloakers are good, but don't give scout intel, and Tachyon Drones.. they aren't very sturdy = don't survive in fleets

But yes, decloakers are detectors and very good ones, however they cost research

1284
AI War / Re: Scout Starship
« on: January 12, 2010, 12:01:02 PM »
Scout Starships are currently

fairly Broken

Reason is simple, you ever moved one with your fleet through a wormhole? No? let me tell you what happens

Ships warp in
Combat begins
Scout starship... moves to the border of the system and consequently dies because tachyon emitters have it spotted but the ship moves away from them, instead of staying with the fleet so they can be destroyed.

I know the scout evasion logic is there for a reason, but when i have a scout starship in my fleet, i do NOT want it to move to the border of the system (or anywhere at all) because then it dies with 100% guarantee (since enemy ships move to my fleet moving away from my fleet = death)

I see 3 things that i really hate about them

When you send them with a cloak starship (to boost cloak), they move away from it thus killing their cloak against tachyon emitters - dead

When you send them in groups, they do not move in different directions each, instead all ships move to 1 location, if its next to a fortress - dead , they

But, they can break through tachyon blockades that normal (Mk1) scouts can not, however, so does my fleet. They can detect cloak, but range is too low (doesn't even cover 20% of a fleet)

Suggestion

Disable "move to border of system" logic when the scoutship is in a group with other ships, INCLUDING cloak starships that way they could be viable as fleet ship and advanced scout. What scout ships absolutely need is more cloak detection ranges (in case you ever plan on making MK2 and MK3 versions) because there is no other mobile cloak detection in the game

1285
AI War Strategy Discussion / Re: AI SuperTerminal V 2.801
« on: January 12, 2010, 11:54:11 AM »
:o Reduction is based on OVERALL reduction so far? You mean when i destroyed 7 datacenters i can not use the super terminal at all?

1286
Has anyone ever seen a mass driver actually firing? For me, they never do fire at anything, anywhere.

1287
AI War Strategy Discussion / Re: AI SuperTerminal V 2.801
« on: January 12, 2010, 01:59:09 AM »
If you put turrets under shields you lose 75% damage output too

I will report back here how my super terminal escapade goes in my current game i have one. But i have fortresses and grav turrets... which might be better performing

What kind of ships did come at you? What numbers?

1288
No your suggestions are great - but way too complicated, a simple "no reshuffling on gameload" would suffice, and it would be easy to code (unlike radial repositioning of everything)

I really hope this comes soon though because as you can see, i had BAD luck with reshuffling my home station ;) But much worse luck with my outpost - which made the command situation sit right on top of a wormhole

1289
granted (radial repositioning that is) ;) But i still rather have nothing move at all - after all the current positions are that way for a reason - not because its aesthetically pleasing - reshuffling stations will break defenses and it will break games if it reshuffles near adv factories or core fabricators during an attack, if your command station is gone, so is supply and that means all your defenses are nill as well. Not everyone saved in a peaceful situation ;p


1290
No, that would make the problem much worse, because some stuff like Zenith power gens and Inhibitors can NOT be replaced either. Nothing should move at all - after all this is something that is game breaking if it happens during attack and you can not avoid it, short of going back some versions

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