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AI War II / Re: Will play tomorrow
« Last post by keith.lamothe on Today at 06:18:28 AM »
Nope, getting there, but not ready :)
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Misery on Today at 02:48:17 AM »
Mirror V2: Last Phase moves forward until it hits the wall. Then what? Is it intended?

....Eh?

That shouldn't even be possible. That boss hasn't received any changes.
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AI War II / Re: Will play tomorrow
« Last post by chemical_art on Today at 01:31:32 AM »
Got confused after 10 minutes lol. I mean I played AIW 1 so I knew what I should have done, but if I was a new player I would be clueless. I guess things are not ready yet.
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AI War II / Will play tomorrow
« Last post by chemical_art on Today at 01:21:09 AM »
Should be fun. I'll let you know what I think, promise.
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Draco18s on Today at 12:48:31 AM »
Quote from: Pepisolo on Yesterday at 08:29:15 PM
I think it's a bit tricky to add cover to this room. As I recall, it had very specific patterns that need to be recognized if you're going to be super comfortable in there. [...]
Tricky indeed. My issues with it are that the pattern doesn't seem to take into account that there's enemies trying to rip you apart while you navigate it and that there's no safe hub halfway through to take a break or retreat to when things go south. But like you said, I will give it more playtime and see how things goes.

Try using one or two Shot Blocker blocks. If shots are coming from both sides, the player has to embed themselves in them order to be safe. It also means they can't shoot back.
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Ventifer on Today at 12:28:33 AM »
Dumb question, does the undead revival perk from the sacrifice shop prevent you from picking  up any resources(credits,health,missiles),  does it grant you one health upon clearing a room, and the ability to walk through blocks that can be destroyed by missles and normal bullets? If so that makes it an interesting way to play with it. It could almost be an incredibility. If it doesn't then something was off since it gave me all of that.

Beat a run with Penumbra and Warthog now. Penumbra is rather intense until you get a health up of some sort. After that it becomes fairly easy with the primary and secondary weapons being so useful. The unique perk for it seemed rather amazing too. Penumbra is a good choice to pick with some of the incredibilities. Mind you I spent about 20 runs trying to get a run with a good heath up but eh.

Warthog seems so slow compared to the others but it does make sense. His turrets are kinda bland to me. Maybe have a random turret  spawn when used; bullet,missle,acid, ect. There seems to be a delay time between how often you can set a turret down.


That sounds like the Triggerking Revolver.

That sounds like the correct the name to me.

The Alpha Ray from the Alpha mech doesn't seem to fire if you are right against the wall of a room and
shooting at 20 degree angle or so. Even if you take one step away, it lets you fire from all angles.

I've gotten the room clear notice with an Evaporater Blue still alive in the room. Lets me exit and enter the room again. The enemy doesn't seem to be aggressive anymore either though and doesn't cause damage if I walk into it. Had it happen in a couple rooms.
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AI War Classic - Technical Support / Lost License Key
« Last post by hilariouslijah on Today at 12:21:32 AM »
Hey all! I bought AI War along with all it's expansions direct from this site a LOOOOOOOONG time ago (probably around 2013-2014, can't remember the exact date). Sadly, I didn't install it on Steam and the computer that it was on has now died with no backup. I really want to play it on my new PC but I can't without repurchasing it. Is there anything I can do to recover the keys?
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Logorouge on Yesterday at 09:37:01 PM »
I like the idea that if you're fast enough, you can get to the next floor and then stack that bonus, so we'll persevere with that for a bit.
Oh! That's what was happening? I thought entering a new floor reset the effect and that "need for speed", "need for super speed", etc, were stacking on top of each other, giving you 3 layers of bonuses every floor. But looking at the code now, I see there's a "remove system" in there. Ok, that's pretty neat actually. Once I play some more, I might have some duration suggestions for the super speed and super duper speed perks though. :) Thank you for clearing my confusion.

I think it's a bit tricky to add cover to this room. As I recall, it had very specific patterns that need to be recognized if you're going to be super comfortable in there. [...]
Tricky indeed. My issues with it are that the pattern doesn't seem to take into account that there's enemies trying to rip you apart while you navigate it and that there's no safe hub halfway through to take a break or retreat to when things go south. But like you said, I will give it more playtime and see how things goes.

I believe that there is only 1 locked item in the game at the moment, did you grab that? The Hydra energy drink?
Not sure. What's more strange is that I still have 1 item locked according to my save's stats.

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The twinshot revolver seemed to be a bit expensive on its energy cost for the low amount of damage it does even at close range.
Hmmm, I'm not 100% sure of the weapon you mean. If you see it again, if you can please get the name of the weapon that'd be great, cheers.
That sounds like the Triggerking Revolver.
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Starward Rogue Alpha Discussion / Re: Augmented Alpha feedback
« Last post by Pepisolo on Yesterday at 08:29:15 PM »
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Rusty Rocketshot (main): That thing is loud.

Reduced the volume, thanks.

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Shrinker (energy weapon): Energy cost is too high. 1.6sec max duration with default energy reserve (about 4 dodges if timed right) is too low.

Reduced the energy cost. Hopefully that does the trick.

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Smoke Bombs (launcher): How do you destroy a generator with them?

It took a while, but I found a fix for this. Now you can destroy generators by standing close to the generator when you use the smoke bomb. It destroys the generator in one bomb. That's more of a convenience than a buff given that Penumbra already has immunity to traps, I think.

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Crimson Death Sniper: Miss penalty -2HP -> -1HP (too harsh to be worth the risk at the moment)

There's a bit of a problem with this, since I can only set the percent_penalty to a percentage of 1 or more, so it makes it hard to balance. I'll have to put this on Keith's list, I think. Perhaps I can get something like miss_penalty_amount rather than a percentage. I can just set it to a straight 1, then.

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Double Missile Module + Crits + White Blocks (walkable bullet blockers) = FPS disaster

So, I've put a quick fix in for that particular combination, but crits really need to be disabled for that particular block. I'll have to add that to Keith's list.

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Keyprentice perk (+5 keys version): Unused except for Roulette. Could be useful early game when Lady Luck doesn't want to give you any key.

Might be worth putting in early. I've added it early, and moved Keymaster to a bit later on in the tree.

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Warhog sentries can die from friendly missiles explosion. Intended?

Not intended. I've put a fix in for this which prevents the sentries from being damage by explosive damage. There aren't any enemies that use explosive damage yet, but if there are we can just use the LowExplosive damage type for those.

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ChromaticArray (energy weapon): Shots sometimes stay around. -see "Chromatic Stay" image-

That's weird, I'll have to keep an eye on that one. Hopefully someone can find a way to reproduce it.

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Bull Charge drone: Can break bombables blocks?

Yeah, I put that in as it seemed appropriate. It doesn't seem too abusable, if it is, though, I'll take it out.

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Zeph's Mech: Let's talk about the "Need for Speed" power. -See related video- I don't think the effect should stack or even increase with additional perks. The duration increase alone is already a major boon. In other news, it crushed Terminus in 8 seconds flat.

Yeah. I'm not sure about having the refresh on level up, that seems to be a bit abusable. I think if I make it so that you only get the boost at the start of floors that should help a lot. I like the idea that if you're fast enough, you can get to the next floor and then stack that bonus, so we'll persevere with that for a bit. Having to change that would actually cause significant problems for the current implementation. Removing the refresh on perk level up should make a big difference, then we might have to start adjusting the boost numbers, if that isn't working. (does thing)

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X1_Craig_MonoStreamGauntlet room: Adding some cover would be highly appreciated.

I think it's a bit tricky to add cover to this room. As I recall, it had very specific patterns that need to be recognized if you're going to be super comfortable in there. Temporary cover is not going to last long, and permanent cover is probably going to kind of break the original design a bit. I'll leave this for now to see how you get on after a bit more playtime. If it's still too tough, I'll have to make some changes.

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X1_Craig_SecretStash room: Missing travelporter

Fixed!

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BGS_WatchYourStep room: On golden floors, enemies tend to autokill themselves.

This won't be a problem in the launch release, since Gold floors are going to be made up of a completely new batch of rooms. The BGS rooms are all base game. Phew!

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Melee weapons: Really fun. But does the lunge effect need to be so strong? It's problematic against bosses and most bullet-heavy situations.

Yeah, I think it was a bit strong. I've toned it down a bit.

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Got UnlockAllItems achievement out of nowhere.

I believe that there is only 1 locked item in the game at the moment, did you grab that? The Hydra energy drink? SR is really bad for unlocks. You get the extra floors which is awesome, but there are hardly any other unlocks. The unlock visuals also...don't exist, heh. It's annoying, and hopefully something we can fix in the future.

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All intended top tier weapons?:
Poison Pistol (main)
Electro Blaster (main)
Armada (energy weapon)
Behemoth's Fist (energy weapon)
Firebug Flame Hose (energy weapon)
Chromatic Array (energy weapon)

Those are all top tier weapons aside from the Plague Pistol and Behemoth's Fist. So, I decreased the power of those two a bit.

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I didn't notice the effect of the melee master perk for the paladin. Maybe increase the range of the melee when you get that perk?

At the moment that actually gives a bonus to all weapons, I think. I need an engine tweak to set it up for melee weapons only. I don't think that a melee range increase is possible, unfortunately. At least I can't think of a way to do it at the moment. The damage boost is currently x2 so it should be pretty significant, but I guess it's hard to notice because there aren't any effects or anything.

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The phantom frame module says it allows you to sprint through walls but you can just walk through walls with it too.

Ah, that's just a bad text description probably, you are meant to be able to walk through walls too. Fixed!

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I had a health upgrade room with just a enemy flamethrower turret in it and no health upgrade.

Yeah, I accidentally left a test room in the build. Oops, sorry about that.

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The twinshot revolver seemed to be a bit expensive on its energy cost for the low amount of damage it does even at close range.

Hmmm, I'm not 100% sure of the weapon you mean. If you see it again, if you can please get the name of the weapon that'd be great, cheers.

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That shouldn't even be possible. None of the health upgrade rooms (or the secret rooms or shops) have turrets in them except X1_Craig_FountainRoom (which has four sludge turrets in the corners).

Aside from that, it is potentially possible that the game "didn't have a health thingy" to seed for the room.

Yeah, that was my fault oops! That test room isn't (or wasn't) even in the SVN build of game. It somehow just snuck into the alpha build that was sent out due to being present in my local build... or something! :)

Thanks for the feedback all! :)
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AI War Classic - Strategy Discussion / Re: Minimizing Reinforcements
« Last post by Toranth on Yesterday at 12:29:07 PM »
Neutering a system is useful for reasons other than trying to reduce reinforcements, I think.  Especially since I don't believe it does that anymore...

Basically, since the Guardpost rework a few versions back, AI Guardposts have been a real threat.  If you ever think you might need to traverse a system, neutering it when you have the surplus capacity to do so can you can save time later - when attacking something on the other side, chasing down the Threatfleet in preparation for an assault elsewhere, preparing a potential hacking site, or cleaning up after a CPA, just to mention a few that come to mind.


As for your original question, Yes to all three points (exact numbers may be off, though, due to tweaking over versions).  Neutering and beachheading a few systems adjacent to yours can do a lot to keep the reinforcements and Special Forces under control.
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