Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - eRe4s3r

Pages: 1 ... 85 86 [87] 88 89 ... 120
1291
Oh oh oh.. x4000 can you please stop command stations from moving somehow? Because, there is stuff that can't move, like Zenith power Generators.. Shield Inhibitors .. turrets .. and like, power generators (kinda important stuff ;p), and this happens in *all* my sectors - everywhere my command stations moves out of forcefield cover and a lot not just a nudge, a full forcefield radius, and this means i can no longer protect my energy generators :o or i have to scrap the station and rebuilt...

Maybe i just got unlucky, but my home station is FAR from where it was supposed to be

Please have command stations NOT reposition ever on game-load

1292
Oh noes

Unhandled Exception

12.01.2010 04:31:09 (2.8.0.0)
Could not find sound 'ShotDoubleLazer2Enemy'

Might be because that file doesn't exist ;)

Also my home command station bumped a whole screen out of forcefields defenses and .. this isn't nice ;)

Warning
If you upgrade to this version and you are under attack anywhere, don't update till the threat is gone, your command station might bump right into the enemy ^^

1293
Self Replicating Machines  ;D (actually i think Von Neumann just formulated the theory of them, way before nano technology existed)

1294
AI War / Re: IGF Finalists are in (no AI War)
« on: January 11, 2010, 12:15:44 PM »
To be honest, it really is a border that has to be crossed, i mean playing with the settings you like, not the ones OTHER people consider "good" or other people consider balanced, what YOU consider fun is what YOU have to choose. I am talking about handicap and AI Wave modifiers.

People seem to believe that theres only 1 way to play a game, but i can tell you AI war is much more fun to me at 200% Handicap for me - and at normal waves without astro trains. With the Zenith ships and changes in 2.600 specifically to the damage boost ranges theres no longer any blockaded wormholes you can't break though with a hearty push. If all fails, push through with a golem, that'll definitely get you through ;)

So the point is, if you like action heavy gameplay, turn up handicap for yourself to positives - that way 99% of the time you *are* fighting and you are going to win victories that other players can only dream of at normal handicap. Like for example pwning Golems with kiting fortresses for fun. Having a super fortress next to your home command station etc.

1295
It never does update beta releases - you have to click the ingame update button for that ;)

1296
The idea is never to loose any large amount of ships ^^ If you see you could loose ships, Retreat, Repair, Repeat the 3 R's ;) Against wormhole defenses = flagships 4x damage means everything is gone in 1 salvo, and what isn't is gone in the 2nd one.

Besides, you can play with a positive handicap for yourself if you find yourself resource starved - it isn't a huge advantage because energy generators scale costs but at least usual construction prices do not. So you are still required to capture worlds, just not for the resources primarily, more for energy reactor space (and seriously, you will need a LOT of energy and planets )

10 planets means you can reach 1.5 million energy, which is barely enough to reactivate a golem or the z-reserves - which is all you'll need to win.

1297
I wanted to write Van Hellsing, i blame anime

1298
AI War / Re: Raid engine + Viral Shredders = Van Neuman Machines deluxe
« on: January 11, 2010, 08:22:11 AM »
True dat is!  ::) As german i am now mightly embarrassed!

1299
After Action Reports / Re: Engagement log - Mining Golem
« on: January 11, 2010, 07:34:21 AM »
Indeed ! (see s5)

Time to destroy mining golem = 23 minutes

4 Fortresses to the rescue

Golem hasn't fire a single shot, 0 losses, but 4 fortresses and 153 sniper turrets (i could have scrapped them ,p)

Winning strategy

Bring 4+ fortresses into range, and kite (meaning stay outside enemy fire range but move your fortresses in and out of theirs so that they can fire ...)

That way you can reduce losses to 0

Super Fortress could have possibly lost, due to slower speed

1300
After Action Reports / Re: Engagement log - Mining Golem
« on: January 11, 2010, 07:29:08 AM »
58 Minutes left

See S4 ;)

(at RCIX - those 4 fortresses solo the thing, look at attachment ;)

Last 3 Million HP.. they'll be gone fast, i now stopped kiting, i will scrap the fortresses anyway

1301
After Action Reports / Re: Engagement log - Mining Golem
« on: January 11, 2010, 07:09:15 AM »
67 Minutes left

Fortresses come into range, already 3.5 Million damage done.. fortress outranges by 1k, and is twice as fast, so kiting is possible! ;)

64 Minutes left

Engagement with 4 Fortresses has begun, already down to 34000000 HP = 6 Million damage

S2 shows at what scales i am kiting the golem, kinda hard ;) switched to icons to better see shots

63 Minutes left

Kiting goes well, another 2 Million HP gone, but long distances makes judging how far the golem is away difficult so far 0 damage to me

62 Minutes left

see s3 ;) Kiting continues

60 Minutes left

Golem down to 9,500,000 HP (Now you know what fortresses are good for ,p)

1302
77 Minutes left

i needed 13 minutes to move my reaction forces into position and build up my defenses

This leaves 77 minutes to whittle it down? Will i make it? ;)

4 Fortresses (with ability to rebuild one within 21 seconds)
2000 ships (sadly, most of em paralyzers and melee = golem is immune to them)
153 sniper cannons
3 Flagships and 4 Dreadnoughts

Unlimited resources for defense available

See atachment for situational screenshot

----- Updates follow

1303
AI War / Re: Raid engine + Viral Shredders = Van Neuman Machines deluxe
« on: January 11, 2010, 04:08:42 AM »
Just as a heads up, the ai now countered my blades with snipers and sentinels MK3 (immunity to blades, bleh!) everywhere, though i still use them for wormhole defense i had to switch to my normal fleet and stop the raid engine for eternity, i still have about 1400 shredders though ;p

The downside is that system that was my breeding ground now has a lot of mobile ships that count as threat.. hopefully they don't decide to come visit anytime soon ,p

1304
Mods & Modding / Re: GFX Mod: Alternate Advanced Factory Sprite
« on: January 11, 2010, 02:09:24 AM »
Mhh, i am using them the other way around now as well, and your colormask is much better ;)

1305
AI War / Re: Raid engine + Viral Shredders = Van Neuman Machines deluxe
« on: January 11, 2010, 01:57:59 AM »
If you do that, i could finally finish my super fortress = Defense problems solved !  ;D

Ok, but the chances for someone to meet the "perfect" situation for these shredders is low, given that i seem to be first to push them to actual swarm state

For most people they are probably too fragile in a full engagement (and they can't kill turrets so the ai will eventually secure that system, if it weren't for the marauders coming in)

Pages: 1 ... 85 86 [87] 88 89 ... 120