Recent Posts

Pages: [1] 2 3 ... 10
AI War II - Modding / Re: Civilian Industries
« Last post by StarKeep on Yesterday at 11:18:28 PM »
Uploaded a fix to Trade Posts (the ones built by battlestations) causing an error on mouse over.
AI War II - Modding / Re: Civilian Industries
« Last post by StarKeep on Yesterday at 09:29:28 PM »
Civilian Industries - V 0.6.1 - Breaking Brakes
Saves Compatible

Reworked the unit cap scaling formula. Again.
-Will hopefully help with the extreme late-game scaling.
-Not using AIP is hard.

Militia Stations can now only recieve resources from a trade station on their own planet.
-Used to be able to get resources from any trade station within one hop.
-This gives you and the ai a weak point to aim for on strongly defended planets.
-It also makes it more obvious when a planet is full of its own resource, due to its primary caps being closer to full.

Pathfinding logic has been set up to use bulk movement.
-You can see how many movement commands are being done by just the mod now.
--SetWormholePath_CivilianIndustryBulk and MoveManyToOnePoint_CivilianIndustryBulk

Fixed a potential bug where a movement command could be sent without a point to move to.
-This was a confusing one, thanks to ArnaudB on Discord for the report and save.

The Barracks changes were not actually included the last version, because I'm a goof.
-After further testing, its cost is now a full 100k, and it now properly sticks to a count of 1 regardless of mark.
-In addition, Barracks now stack additively instead of multiplicatively

Added in a multitude of settings that will let you tweak various portions of the mod.
-These can be found under Galaxy-Wide Settings in game.
-The default values are set to what I personally use and is what the mod is mostly optimized for, but I've given some leeway on some options that shouldn't break anything.
-For info on what each option does, you can mouse over it in the menu.
AI War II / CTD on swap
« Last post by Bob on Yesterday at 03:46:40 PM »

first of all I'd like to thank you for all of your hard work on both AW1 and 2 - I've been playing since vanilla AW1 and it's been a blast.

I couldn't find a "tech support" forum for AW2 - there's one for AW1 - so i'm posting here hoping for some help.

In my current campaign I get a CTD whenever I try to swap one of my units (Persuader on my Armored Golem). I've tried to keep on playing, but later on it crashes on swapping other units.

Perhaps there's some workaround for this issue or someone could offer any advice? I've tried swapping the unit between different fleets, both empty and full, loaded and unloaded. I'm having a lot of fun with this campaign and I'd love to finish it.

I'd also be grateful for info if I should move the topic elsewhere

AI War II - Interface / Unicode supportr for fleet names please
« Last post by rogerbacon on Yesterday at 09:53:28 AM »
It would be nice to be able to use Japanese and Chinese when renaming fleets.
You're welcome, no apology  needed.  It's more a best way for you to get answers thing, nobody will get too upset about what forum you post in. 
Thanks, Strategic Sage! And sorry for any breaches of forum etiquette...I am not really that well versed in these kinds of things.
I think to start I will view the videos you linked and see if I can learn anything new from that, and barring that maybe try the discord.
Good question.  A few things I might suggest:

** This would be more visible in the main AI War 2 forum and you'd probably get more response there. 

** Not enough information here to really know for sure what is going on.  What mk level was the AI world you were trying to conquer, was it guards/reserves/warden/hunter you were having problems with, what ships you had and what their levels were, etc.  One possibility would be to join the discord and send a save there for people to look at and give advice, or you could give more info here possibly w/screenshots, whatever you're more comfortable with.  The AI doesn't use fleets per se, so what exactly they were doing is still a bit nebulous here but more info would clear it up. 

** In the self-promotion category, you could try out this series, played at difficulty 7:  I think I linked in another thread further down in this forum, but it's meant as an 'advanced tutorial' at standard-ish resistance.  I had another one lower that i started with for beginners, but it sounds to me like that probably wouldn't help you as much at this point. 
Hi there! Not exactly an after action report, but guessing I can leverage the expertise of everyone here to help me out a bit. I had played quite a few games of AI War classic and enjoyed it immensely. Participated lightly in the beta for AIW2 finding just a couple bugs but never really tried to complete a whole game. Recently, especially with all the cool changes since the last time I played, I decided to really sit down and play some games. I read about all the changes in the How To Play, learned about how fleets worked, turrets, etc. (basically all the changes for old players). That said I feel like I am really having trouble with AIW2 to the point where I feel like I must be doing something wrong.

Most recent game was difficulty 6 with very few frills. I conquered the worlds around my homework, got 1 other fleet captured and hacked a new ship type. Teched up my weapons a bit but then got pretty stuck. I tried to take another world 2 hops away and, per the guidance I'd read, used a hit and run strategy (the new transports are really convenient!), whittled it down and went to build on it. But not only did this take forever as every time I left my systems with my fleet the AI sent an equivalent fleet in, but I could never hold the new world as ships just kept pouring in from adjacent worlds. Meanwhile I was completely capped on metal almost all game with nothing to do with it other than replace my losses. Just felt like I got into a stalemate. What am I missing (I'm sure it's many things)? I feel like I am starting from square 1 haha. AIP was around 80-100 at the time.

I appreciate any tips!
AI War II - Modding / Re: Guide on how to modify Starting Fleet?
« Last post by narb79 on April 04, 2020, 01:03:25 PM »
Thanks! I am using the Gameenityrefdata for a ship name guide then modifying accordingly..  Downloaded you mod TY!
Having tested them a bit, they're somewhat awkward.

The first thing they need is cloaking. They get prioritised way too much and quickly, they pretty much die the instant they jump on an enemy territory.

Second it's kinda awkward to move them around. You have to assign their command station to a control group, but then if you double-tap the control group it'll zoom to the command station rather than the fleets or the cruiser, that's pretty annoying.

I'd recommend making the frigate a building (maybe?) and letting it be built by both logistical and military stations (but not economical, probably, for balancing purpose). I'd recommend the cruiser be both cloaked and build-able by support fleets, since that sounds the most appropriate. Maybe them as fast as the support fleet flagship (900 speed I believe?) so they stick with it by default and it should be good.

The name could probably use some change too. Tachyonic in the game evokes more cloak-reveal than speed-boosting. I'd call them "Overloader" to keep in theme with the support fleet with planetary speed booster. Otherwise something like : Auxiliary, logistical, supercharger, Highway, speed-collider...

Thanks for the feedback, I will take note of that. I'm planning on implementing some changes and buffs on both the ships. Regarding the name, I'm going to keep it as is to connect it to another mod I'm making.
Pages: [1] 2 3 ... 10