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AI War II / Re: Balance feedback request (Updated 16/09)
« Last post by RocketAssistedPuffin on Today at 06:52:25 AM »
They probably should, actually. But not sure if they can actually do that...there needs to be support for it in C# and I've never found a tractor unit that increases with mark. If I could I most likely would!
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AI War II / Re: Balance feedback request (Updated 16/09)
« Last post by RabidSanity on Yesterday at 10:05:09 PM »
Shouldn't tractor turrets increase the number of units they grab per mark level like classic?  I looked at upgrading them and their only stats that increase are shields and hit points.
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AI War II - Gameplay Ideas / Re: AI reinforcements as destroyable structures
« Last post by Toranth on Yesterday at 04:47:15 PM »
It sounds a lot like the old Hybrid Spawners.  I didn't think they were either unbalanced or a burden on the simulation. 
Were there more issues there than I realized?  I must admit, I didn't play with Hybrids all that often.
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Yeah, this would very much be an opt-in feature for an expansion. It could even come with a "Probably won't work unless you have really good system specs" warning.
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AI War II - Gameplay Ideas / Re: AI reinforcements as destroyable structures
« Last post by Draco18s on Yesterday at 04:09:26 PM »
I like where this could go.
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AI War II - Gameplay Ideas / Re: AI reinforcements as destroyable structures
« Last post by x4000 on Yesterday at 04:08:53 PM »
I think that could be cool, but I worry about the load of lots of ships flying around constantly or being threat immediately, etc.  I'd say that this should be an augmentation or at least an option until we verify that this doesn't have negative impacts to the baseline game flow.  It sounds really fun to me, but it's something I'd want to be opt-in until we're sure it works, basically.
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AI War II - Gameplay Ideas / AI reinforcements as destroyable structures
« Last post by BadgerBadger on Yesterday at 03:52:02 PM »
This is from some ideas I was spitballing at on discord with puffin, eric and oval.

The AI generates reinforcements from Manufacturing Centers, which are destroyable buildings on the map, instead of having the reinforcements magically appear at Guard Posts. A reinforcing unit gets made at the Manufacturing Center and it then flies through normal space to its guard post. If there's no path that goes through AI-owned planets then it immediately becomes Threat.

If you blow up a Manufacturing Center, it will decrease the number of AI reinforcements. If you kill all of them, the AI stops getting Reinforcements.

The AI will periodically spawn new Manufacturing Centers; the spawn rate is affected by the AIP, so if you let the AIP get too high and can't kill the manufacturing centers, the AI will actually be getting a lot more reinforcements than it would in the normal game.

If you blow up a Manufacturing Center, something nasty happens; maybe simultaneous Exos and Wormhole Invasions or something?

Perhaps killing too many Manufacturing Centers causes some new force appear and attack the galaxy? Or maybe the AI just starts putting the reinforcement budget it can't spend into Wormhole Invasions.
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AI War II / Re: AI War 2 v0.772 Released! "Eye See You"
« Last post by BadgerBadger on September 16, 2018, 10:49:05 PM »
Edit: A non-alerted Eye will now tell you how many more units it will take on a planet to Alert it
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AI War II / Re: AI War 2 v0.772 Released! "Eye See You"
« Last post by TheVampire100 on September 16, 2018, 10:17:11 PM »
Can we get a UI element that indicates how close we are to triggering the Eye?  Something big and noticeable across the top of the screen, ideally, since Eyes are a big deal.
Good idea. I liked AI eyes but I hated that it was hard to tell how many ships I can bring on a planet before it throws a temper tantrum.
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AI War II / Re: AI War 2 v0.772 Released! "Eye See You"
« Last post by tadrinth on September 16, 2018, 07:34:30 PM »
Can we get a UI element that indicates how close we are to triggering the Eye?  Something big and noticeable across the top of the screen, ideally, since Eyes are a big deal.
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