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91
Hmm, that's actually really interesting!  I think that's probably the most feasible thing I've heard yet.
92
AI War / Re: some questions about dual AI types
« Last post by zoutzakje on Today at 11:28:41 AM »
allright cool, thanks guys =) Time to get myself a whole bunch of achievements then =) dual type or no, I should still be able to beat a 7/7 game.
93
AI War / Re: Ravenous Shadow: WTF?
« Last post by keith.lamothe on Today at 11:25:58 AM »
Some, however, are basically "gear checks" as mentioned above (BTW I only have human and neinzul hulls, and my weapon unlocks are interceptors, paralyzers, and HBCs, so I think Ravenous Shadow is impossible for me right now).
Do you not have access to Missiles for the large slots?  I thought those were always available but I may recall incorrectly.
94
AI War / Re: some questions about dual AI types
« Last post by keith.lamothe on Today at 11:24:16 AM »
1 - correct
2 - correct
3 - correct; there are a few specific weaknesses/sidegrades that are "dominant traits" like Chivalric's aversion to attacking irreplaceables and Bouncer's use of normal guard posts instead of WHGPs on wormholes
4 - it should grant achievements for all 4 AI types on a win, if applicable

Glad you're enjoying it :)
95
AI War / Re: Ravenous Shadow: WTF?
« Last post by MaxAstro on Today at 11:24:01 AM »
I'm somewhere in the middle, Keith; I love the champion, and I love the micro-heavy battles the champion creates.

What I don't like is how ~grind~ heavy many of the nebula are.  I really WANT to like all of the nebula.  Some - Epsilon Erdrani and the dimension prisons come to mind - are very fun and I don't mind doing repeatedly.

Some, however, are basically "gear checks" as mentioned above (BTW I only have human and neinzul hulls, and my weapon unlocks are interceptors, paralyzers, and HBCs, so I think Ravenous Shadow is impossible for me right now).  Gear checks as a gameplay mechanic are fine.  The problem, however, is that they are gear checks that you have no way of knowing is coming, and nothing in the game to tell you how to prepare for them.  If you walk into a nebula and you don't have all the right gear for it, it's time to reload a save.

Still, it's good to hear that I'm not just doing something horribly wrong and the scenario actually is silly hard.  :P

To reiterate, Keith: I like the concept of nebula, and I really like some of the nebula.  A lot of people are bashing on the whole nebula mechanic as a whole and I'm not really with that crowd.  I'm just getting frustrated with the execution of a couple of the nebula.  :)
96
AI War / Re: Favorite golem?
« Last post by Toranth on Today at 11:23:41 AM »
Artillery.  Not much better for dealing with Starships, Fortresses, or other Golems.
98
Original: http://arcengames.blogspot.com/2013/06/skyward-collapse-1012-just-bonuses-all.html

This one has a number of bugfixes, tweaks, and refinements.  Nothing grandly exciting in the main, but the fixes to certain mythological and god tokens not working in the prior version is obviously welcome.

One big thing here is that bandit units dying now gives you points.  This makes it a lot easier to get points in circumstances where you are having to fight more bandits than the opposing faction, which sometimes happens.  In other words, your ability to generate points is not quite so hampered by circumstance.  This also leads to higher scores in general, so the score gates have been increased by 15% to compensate for that.

There was also previously some confusing logic regarding when units could and could not pick up bonus tokens.  This was confusing enough that it seemed like an error even to veteran players, though the units were actually working just as they were supposed to.  This restriction has now been removed so that units can super-stack bonuses a lot more.  This makes them act in a way that will be immediately more clear to players of all skill levels... and in terms of this affecting balance, it's only going to make things harder, not easier, since a super-stacked unit is rarely a good thing. ;)

There are also now scroll/panning speed sliders!  That is sure to be quite welcome. :)

Enjoy!

This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.
99
AI War / Re: some questions about dual AI types
« Last post by The Silent Watcher on Today at 11:16:10 AM »
1. Yes.
2. Yes, but it's exactly the same as if there was only 1, so pretty much pointless.
3. They typically have the advantages, not the weaknesses. If you go up against, say, Mad Bomber/Turtle, it will send Mad Bomber-style waves and have Turtle defenses, as opposed to the No Waves that Turtle gets.
4. Dunno, sorry.

I think this is accurate.
100
AI War / Re: Ravenous Shadow: WTF?
« Last post by Toranth on Today at 11:15:00 AM »
Normally one of the core rules of this game's design is "minimize micromanagement".
But some players really wanted hero units, and something to bump up the skill cap, and so on.
So we added Champions, which more-or-less blatantly break that rule (though in an actual normal-space battle a champ can function just fine as part of a blob, albeit you can get more from them through clever tricks).
Personally, I find Champions to require much less micromanagement than Golems - because Golems are irreplaceable.  The nebulae don't require any more micro than any other hard battle (Aka, one that FRD won't win), it just tends to last longer.

I will agree, though, that the Ravenous Shadow, in a destroyer, without polarizers, is VERY hard.
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