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Off Topic / Re: Do you use a geeky video game ringtone on your phone?
« Last post by Logorouge on Yesterday at 10:53:23 PM »
I don't. But that's because I don't own a mobile phone. Otherwise you can bet I would put some game music and sounds on it.
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Off Topic / Do you use a geeky video game ringtone on your phone?
« Last post by KeThomas91 on Yesterday at 10:51:37 PM »
I am currently using the World of Warcraft sound effect/music when you turn a quest in with my text messages. I like it.
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AI War II / Re: Thoughts on Guardians and Guard Posts?
« Last post by zeusalmighty on Yesterday at 10:40:19 PM »
New question! AI stationary forcefields: Wanted back? Might be able to get those in action again.

Yes! Make stingrays great again! BUT!

1) These need to actually spawn adjacent something worth protecting. If it doesn't have anything stationary under it, it's an obnoxious eyesore
2) Hard cap on how many the AI can have per planet, no more than 3 (and lower mark planets probably should have max 2)
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AI War Classic / Re: Projected Shadow Decoy
« Last post by Worblehat on Yesterday at 09:48:09 PM »
Thanks, that cleared it up. The other form I have unlocked is Neinzul, and switching to that as a test did show Shadow Decoy as a second ability on the Ability menu. Too bad I have no use for that champion form in this game. And as expected AI War does not allow savescumming...  :P
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AI War II / Re: Thoughts on Guardians and Guard Posts?
« Last post by RocketAssistedPuffin on Yesterday at 06:45:08 PM »
Thanks to Dominus saving me from the sheer confusion I was in, the AI now reinforces much better. Before it would max out on Turrets, then do almost entirely Fleetships with a tiny chance of Guardians, then things like Tractor Arrays, etc.

It now has randomness in what it reinforces, so Guardians now actually appear! And won't spam Tesla Turrets all the darn time. Will be looking at aggressiveness of AI threat myself now.

New question! AI stationary forcefields: Wanted back? Might be able to get those in action again.
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AI War II / Re: Improving AI in-combat strategy
« Last post by Draco18s on Yesterday at 02:32:17 PM »
Wouldn't help. It was already sitting on 100x my power and not using it. Lowering the threshold would mean bugger all to numbers like that.

Yeah, this is a bug that was fixed last update just now. Instigators are not meant to act as threat, so when it was mentioned, I was thinking about Sentinel/Hunter units, like from CPAs, not Instigators. Bit of a miscommunication there. The threshold for attacking would apply to the mentioned Sentinel/Hunter units, not Instigators.

Instigator units are meant to, as Badger said, attack piecemeal towards your Homeworld. They don't care if they can't win, they just try anyway. When they work, that is.

Apologies for confusion!

Gotcha. In that case, I don't mind if they bunch up a little (2.5% of a wave is like 2 units), but definitely no more than 12% of a full wave. If they held station until the next wave hit, then attacked, they'd hit either as additional force or come in from another direction. Total strength wouldn't be much, but would at least apart to be semi-competent.

(Travel time from "where I am" to nearest player world to perform optimum timing doesn't feel arduous)
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AI War II / Re: Improving AI in-combat strategy
« Last post by AnnoyingOrange on Yesterday at 01:26:06 PM »
it will send its forces to a weaker adjacent player-owned planet;

Nice, better start redesigning my conga line defenses
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AI War II - Modding / Re: Modding icons?
« Last post by eRe4s3r on Yesterday at 12:15:31 PM »
Hmmm... the instructions there are super opaque, and I don't see any ship icons, except in AIW2ModdingAndGUI/Assets/Icons.

That's because you can't mod the ship icons unless you open the entire project in Unity...

Start Unity Personal
Point it to
AI War 2\AIW2ModdingAndGUI
Wait 6 minutes or so for it to load all of the dependencies
Then you load
# Assets > Icons > OfficialGUI > GUISHIPS_Borders

And despair

Because now you can see the icons here

(On your drive where AI War is installed, in file explorer, not within Unity)
AI War 2\AIW2ModdingAndGUI\Assets\Icons\OfficialGUI\GUIShipsWhite
AI War 2\AIW2ModdingAndGUI\Assets\Icons\OfficialGUI\GUIShips_Borders

Now in theory you can change them easily

But at the end you get a huh.unitypackage (if you only export the chosen assets via the export function of Unity) file and I got zero clue what to do with that... I want to get an assets file that I could edit, but how the heavens do I get my 2 edited materials to be in 1 and for the game to load it?

I can make what I have attached here, but I can't make the game use that in any way (and building the project would entirely defeat the idea of an ASSETS mod) (instead of a PACKAGE mod)

Am honestly totally 100% confused now.

The attached file is what I ended up with when exporting from the loaded project, includes changed icon for metal for giggles, but I can't figure out what to do now.

In fact after watching the tutorial video about it I have no Assets export tab nor button anywhere as shown in the video.

Ps.: Also the EXTERNALICONS thing in GameData is even more confusing, how would I make a sprite dictionary and more importantly WITH WHAT? And does that mean I have to redistribute ALL icons when I only change 2?
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AI War II / Re: Improving AI in-combat strategy
« Last post by BadgerBadger on Yesterday at 12:06:22 PM »
Instigators, Hunter Fleet, Warden Fleet and main AI all are implemented very differently and have very different rules for when they attack. I'm interested here in the main AI.
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AI War II / Re: Improving AI in-combat strategy
« Last post by RocketAssistedPuffin on Yesterday at 10:44:37 AM »
I'm specifically talking about Instigator-spawned threat sitting there or even retreating when faced by enormously inferior forces: I'm aware that specific case is a bug, but it gave me the idea of a failsafe system detecting poorly located/idle threat and putting it to use (even just moving it to important worlds).

Wouldn't help. It was already sitting on 100x my power and not using it. Lowering the threshold would mean bugger all to numbers like that.

Yeah, this is a bug that was fixed last update just now. Instigators are not meant to act as threat, so when it was mentioned, I was thinking about Sentinel/Hunter units, like from CPAs, not Instigators. Bit of a miscommunication there. The threshold for attacking would apply to the mentioned Sentinel/Hunter units, not Instigators.

Instigator units are meant to, as Badger said, attack piecemeal towards your Homeworld. They don't care if they can't win, they just try anyway. When they work, that is.

Apologies for confusion!
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