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Messages - Draco18s

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241
AI War / Re: Wiki updates for new expansion pack
« on: September 13, 2012, 03:23:33 PM »
2. Matter Converter, not Metal. Similarly, there's a bunch of redlinks because they are the plural form of the article you wanted. Put the singular form in the brackets and add the plural modifier afterwards (ex. [[Fortress]]es).

The proper wiki way is to do it thus: [[Fortress|Fortresses]] ;)

(Depending on wiki software, [[a]]b and [[a|ab]] could be identical in the output page; Wikipedia works that way)

242
AI War / Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« on: September 13, 2012, 09:27:39 AM »
It looks like Lancefighter has already run a good test on Reprocessors, but in case anyone's interested, Zharmad describes a clever technique for achieving zero resource income in this post.

Shame the rest of that post's content is out of date.

243
AI War / Re: At the start of the game...
« on: September 11, 2012, 11:41:06 AM »
I want to spend 1.2 million metal, and 1 million crystal. (not including: Turrets, scouts, bonus ship, siege starships, bomber starships.)

This amounts to:
Flagships mk1/2 (480k,360k/240k,160k)
Zenith starship mk1 (160k,240k)
Riot starship mk1 (120k,200k)
Fighter, bomber, frigate mk1 (180k,140k)

You're trying to front-load ships that aren't meant to be built that early.  There's a REASON starships costs 200,000 resources.

244
AI War / Re: Community Brainstorm - The State of Fortresses
« on: September 10, 2012, 04:09:02 PM »
Non-reducing FF-generators that protect a limited type of unit (aka non-mobile units aka turrets)?

Yes please.  That even kills two birds with one stone.

245
AI War / Re: Community Input - The State of Fortresses
« on: September 10, 2012, 01:44:30 PM »
I wouldn't like to see the human fortress get an immunity or new ability that AI forts don't get, and visa-versa.

FTFY ;)

246
AI War / Re: No Alternate Mechanic for Forcefields
« on: September 08, 2012, 04:21:06 PM »
Raid Starships are actually Ultra-Light--assuming that their in-game tooltip is correct.  Snipers work best against them, because they have immunity against Radar Dampening, infinite range, and a good bonus against Ultra-Light.  And, as you mentioned, Gravity works great against Raid Starships.

I build 5+ sniper turrets on every planet these days.

247
AI War / Re: Special Forces
« on: September 07, 2012, 01:16:41 PM »
Won't they be destroyed too?
Yes. Thus putting THEIR neighboring planets on permanent alert. xD So even more of a mess than you started with.
Hmm, Mk III nuke it is then! See, nukes solve everything. :)

Unless the problem is Mark 5 units.

248
AI War / Re: Is AIP too inhibitive?
« on: September 07, 2012, 10:58:38 AM »
So again, it resolves down to "1 viable method of defense."
..which is?

Mines, more mines, and even more mines, clearly.

249
AI War / Re: Is AIP too inhibitive?
« on: September 07, 2012, 10:15:17 AM »
So again, it resolves down to "1 viable method of defense."

250
AI War / Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« on: September 06, 2012, 11:30:05 PM »
Then the attrition damage added up, and the last 20-something carriers all popped at once.  That resulted in a dozen Siege Towers, hundreds of guardians, and lots and lots of starships and core fleetships.  What had been a damaging, but winnable fight turned into a crushing loss.

Nuke it from orbit.  It's the only way.

251
Game Development / Re: DRM for online functions
« on: September 06, 2012, 11:29:14 PM »
I have a question about the serial key actually. Would the game actually allow two players with identical serials play a game together? If not, would there actually be a problem if that were actually not allowed to happen?

1) Yes, two people with identical keys can currently play together.  I know, as I did this with the friend who introduced me, prior to buying my own copy.
2) Actually, yes.  If you activate with one key, there's no way to "revoke" that key and/or enter a new, different one (ditto expansions).
See, that's something that doesn't really set well with me. Typically even games very lax on DRM won't allow two people with identical keys to play together.

I didn't say it was a good/optimal solution, just that that is the way AI War is.
(Oh, and btw, Age of Empires works this way too, back when games came on CDs.  You needed the CD to start the game, but after that you could take it out and transfer it to another computer, and the two instances could mutliplayer together).

252
AI War / Re: No Alternate Mechanic for Forcefields
« on: September 06, 2012, 11:26:37 PM »
We had a discussion about "cloaking turrets" not too long ago, and it resolved along the lines of "The AI doesn't know how to deal with cloaking" and shelved as overpowered in the current gamestate.

253
AI War / Re: Do SuperFortresses need to be made more useful or interesting?
« on: September 06, 2012, 11:23:28 PM »
I'm skewing the vote here a bit, but I chose:

Nothing
Buff their stats
Decrease their cost

As I'm undecided, but either a stat increase, a cost decrease, or nothing.  Ability-wise they're fine as-is.

254
AI War / Re: No Alternate Mechanic for Forcefields
« on: September 06, 2012, 05:21:28 PM »
and exo-shields can only be applied to one type of thing currently

And provide cloaking to said harvesters, completely nullifying any "I take damage for you" potential.

255
AI War / Re: New ai type: Zombie AI
« on: September 06, 2012, 05:19:05 PM »
Another idea - Have a in-system AI only structure that causes all non-zombie ships that die in that system to respawn as Zombies for the AI?  A Core Undead Guardpost?  The icon could look like a tombstone.

No no no, it'd look like this:

(Thank you 700+ RPG Icons, plus a little editing to combine #7 and #38)

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