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AI War II - Modding / Re: Beefier Golems
« Last post by TechSY730 on December 31, 2020, 11:51:47 AM »
Already an update:

Changes: Regenerator and AI regenerator golem are only half as efficient at regenerating as before. This still yields a 3/2 = 1.5x increase in the amount of HP it can regenerate thanks to the 3x HP buff, but now isn't quite as absurd as a straight 3x HP buff alone would have been.
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AI War II - Modding / More Durable Golems
« Last post by TechSY730 on December 31, 2020, 11:23:36 AM »
While golems are by no means bad, there have been some comments (especially on the Discord server) that they are a bit "glass cannon", in contrast to what the name "golem" suggests.
So prompted by the discussion there, I threw together this mod to beef up golems a bit (including the AI ones  ;))

As they aren't bad, the increase is relatively modest (yes, 4x is rather modest, given the kinds of fleets golems are deployed against).
Feedback on balance is greatly appreciated. I am certain it will need work before it is ready to be applied to vanilla.
Some of the golems didn't really need a buff (I'm looking at your Regenerator), but I buffed them anyways to keep them in line with the new HP curve.

I have marked it as a cosmetic mod for easy A/B comparisons in the same scenario, but keep in mind you may encounter a bit of weirdness if you turn it on/off with non 1HP golems already alive in a game.

I may also look at arks as well, as they seem to be even squishier, but that will be a separate mod.

Changes:
Quote
Note that in vanilla, AI golems (except regenerator) have 2x the HP of human ones. This has been preserved for most golem types.
Because of their strength scaling super linearly over HP because of their gimmicks, and how annoying they are to play against, AI Botnet, and Black Widow golems only have 3x their base HPs, instead of 4x like the human counterparts do. And similarly for AI Cursed golem, 2.5x instead of 3x like their human counterparts

Armored Golem: 5x; 2000000->10000000 Hull; 1000000->5000000 Shields
AI Armored Golem: 5x; 4000000->20000000 Hull; 2000000->10000000 Shields

Artillery Golem: 3x; 900000->2700000 Hull; 450000->1350000 Shields
AI Artillery Golem: 3x; 1800000->5400000 Hull; 900000->2700000 Shields

# A trivial (for golem standards) amount of shields added to player version to give the player some forgiveness
# Even with the regeneration nerf, thanks to the HP increase, these can still get a 3/2 = 1.5x increase in the amount of HP that can be regened
Regenerator Golem: 3x; 3000000->9000000 Hull; 0->250000 Shields; Only half as effecient at regenerating ships (.3 HP regen / 1 HP lost -> .15 HP regen / 1 HP lost)
AI Regenerator Golem: 3x; 4000000->12000000 Hull; 2000000->6000000 Shields; Only half as effecient at regenerating ships (1 HP regen / 1 HP lost -> 0.5 HP regen / 1 HP lost)

Cursed Golem: 3x; 800000->2400000 Hull; 400000->1200000 Sheilds
AI Cursed Golem: 2.5x; 1600000->4000000 Hull; 800000->2000000 Shields

Botnet Golem: 4x; 1200000->4800000 Hull; 600000->2400000 Shields
AI Botnet Golem: 3x; 2400000->7200000 Hull; 1200000->3600000 Shields

Black Widow Golem: 4x; 1800000->7200000 Hull; 900000->3600000 Shields
AI Black Widow Golem: 3x; 3600000->10800000 Hull; 1800000->5400000 Shields

Hive Golem: 4x; 1400000->5600000 Hull; 700000->2800000 Shields
AI Hive Golem: 4x 2800000->11200000 Hull; 1400000->5600000 Shields
Hive Drone: 1.5x; 4000->6000 Hull; 2000->3000 Shields
AI Hive Drone: 1.5x; 8000->12000 Hull; 4000->6000 Shields

Spire Lost Frigate (Lance/Laser/Railcannon): 2.5x; 1800000->4500000 Hull; 900000->2250000
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AI War II - Modding / Re: AI Shield Generators [Updated 31/12/20]
« Last post by cml on December 31, 2020, 05:17:22 AM »
Updated the mod, see first post for details.
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AI War II - Modding / Re: Mod: Kaizers Marauders
« Last post by Sinzdri on December 26, 2020, 12:27:40 PM »
Very much enjoy the mod, but have found that in multiplayer the marauders seem to never invade or turn up in any form regardless of settings. Does the mod not support multiplayer or have you had anyone else encounter this issue?
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AI War II - Modding / Re: Some mini mods
« Last post by TechSY730 on December 26, 2020, 11:37:22 AM »
Update:
Artillery Golem Infinite Range
  • Is now considered a cosmetic mod, meaning you can turn it on and off in a game without breaking save compatibility.
Less Long Hacking
  • Increased hacking time of TameTelium (it is still well below vanilla though)
  • Is now considered a cosmetic mod, meaning you can turn it on and off in a game without breaking save compatibility.

(Sadly updating those attachments reset download counts  :'()

Reinforced homes is still considered a "real" mod since it changes fleet memberships. I may change this in the future though if it makes it too inconvenient to post saves.

Also as noted, "Support Factory Ranges" is now DEPRECATED as the original big is now fixed (drone guns have been reverted)
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AI War II- After Action Reports / Re: Command Theater
« Last post by Cyborg on December 23, 2020, 12:03:29 PM »
I get it. You would like to create some emergent theater.
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AI War II / Re: Fallen Friends Arise - PRAETORIAN GUARDS
« Last post by ACU on December 23, 2020, 10:47:25 AM »
Thanks it was that: 3 hops from the core. Going around :)
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AI War II / Re: Fallen Friends Arise - PRAETORIAN GUARDS
« Last post by ACU on December 22, 2020, 07:50:44 PM »
no. It became unplayable. 1 city and 3 hubs. I'm quite an expert player, I spent so many hours at AIWAR1... but apparently I'm doing something wrong here
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AI War II / Re: Fallen Friends Arise - PRAETORIAN GUARDS
« Last post by BadgerBadger on December 22, 2020, 06:09:04 PM »
Was this on the X map?
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AI War II / Re: Fallen Friends Arise - PRAETORIAN GUARDS
« Last post by x4000 on December 22, 2020, 02:57:15 PM »
The dragons are meant to be defensive only for the AI, so if you are not right on top of the AI you shouldn't have to deal with them until much later when you are extremely powerful.  At a certain point, by leveling up your cities and doing other activities, even the dragons will be like paper before your forces.  You shouldn't have to interact with them unless you are very close to an AI homeworld, unless there is a new bug I'm not aware of (which is possible).
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