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Off Topic / Re: Anyone else having problems with PayPal?
« Last post by Setrevem on February 14, 2019, 07:30:39 AM »
once I had problems with PayPal. But it was because of the antivirus. I installed a bad antivirus. Then I tried another one and everything became normal. You can compare avast vs mcafee and choose the best antivirus for yourself. This decision helped me.
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Website Support / Cannot create new page in wiki
« Last post by thth on February 13, 2019, 04:25:39 AM »
I'm currently playing Bionic Dues again and noticed that info for some bots is missing in the wiki.
I just registered for the forums and the wiki and now seem to be able to edit existing pages but are not able to add new ones for missing bot types for example.
Is this intentional or an oversight?
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Bionic Dues / Re: This looks really cool.
« Last post by Setrevem on February 09, 2019, 10:36:23 AM »
it is impressive
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AI War II / Re: Transport Ships: How should these function?
« Last post by tadrinth on February 08, 2019, 06:37:10 PM »
Deepstrike threat used to trigger based on your distance from the nearest non-AI-held planet.  That meant that you didn't suddenly trigger deepstrike if you lost your forward command center, but it also meant you could give yourself quite a bit of deepstrike capability if you took out AI command centers along the way.  That seemed like a pretty good system overall.  I don't remember where deepstrike threat spawned, it should probably be in the system that triggered it or an adjacent system. 

It would be less annoying if transports attritioned rapidly whenever they would trigger deepstrike threat, rather than per wormhole transition.

If having more marks of transport was desirable, the safe travel range could scale with mark, with the addition of cloaking in there somewhere.  Being able to invest in deep strike capability seems cool, but having a consistent safe travel range might be easier to plan around.
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AI War II / Re: Ingame Wiki/Encyclopedia Idea
« Last post by Dominus Arbitrationis on February 08, 2019, 01:33:11 PM »
I _really_ like this idea. I think it would be best to allow the player to see the whole thing from the start, unlike PoE2 where it is generated as you encounter stuff.

In trying to get a mockup, the biggest problem I ran into was getting the text to wrap automatically. Since we would want to do this in code mostly so it updates on its own, we would need a way to wrap the text. I was thinking of using a TextAbstractBase, since we can define that text using the buffer and import stuff automatically, but I also don't know how to get it to populate with all the data short of saying "Populate from X, Y, and Z", which isn't ideal.
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AI War II / Re: Transport Ships: How should these function?
« Last post by Draco18s on February 08, 2019, 12:30:24 AM »
Here are some thoughts:
  • Give Tachyon weapons a secondary passive effect that damages any ship being carried by another ship.
  • Attrition variant - When a transport is on a non-allied planet, it takes X/sec damage based on the mass being carried. When transport reaches Y% health, it unloads all ships (and cannot be reloaded until it is above Y% health)

I like the sound of these two ideas.

3) That chaff strategy, yes, I think this a cheesy tactic that needs to be addressed accordingly. Perhaps this will be better accomplished by limiting how quickly transports can load/unload, something like 10 Mass/sec

For the record, I'm all in favor of addressing the chaff strategy, but I'd like to do so in a way that still lets me go long distances when I need to. The 30% wormhole attrition limited transportation to 4 hops: 1 in supply and (absolute max) 3 out of. Usually you only managed 3, and skipping over 3 systems was hardly worth the effort.
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AI War II / Re: AI War 2 v0.812 Released! "Hunting Ninjas and Desyncs"
« Last post by RocketAssistedPuffin on February 07, 2019, 07:57:43 PM »
Remembered the nightmare scenarios in Classic of an anti-Bomber Guard Post under a Forcefield. No real answer to that problem except to snipe it from afar with Turrets, which is painfully boring and uninteresting.

So I think maybe keep them out of the AI hands with the exception of the Guard Post potentially (which won't have the above issue, or if it does appear, it's to a far lesser degree).

I would prefer to have it tested before throwing it into a release.
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AI War II / Re: Transport Ships: How should these function?
« Last post by RocketAssistedPuffin on February 07, 2019, 07:48:16 PM »
Are those the present values? Hmm, maybe I'm misrembering

Yes. Taken from the game file.

1): Probably not. I can't imagine why you'd ever make it that high.
2): Maybe. I'm a bit cautious on the health for now with no lack of Deepstrike response, etc.
3): I'm unsure if a load/unload rate cap would amend it. Perhaps with a low cap of Transports, but with the current or similar number, you would have enough chaft Transports to pick up the stranded units with little delay.

Whatever is done to Transports, I imagine it should be fairly clear to a player as a priority. Don't want a hidden mechanic.
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AI War II / Re: AI War 2 v0.812 Released! "Hunting Ninjas and Desyncs"
« Last post by zeusalmighty on February 07, 2019, 07:36:15 PM »
Perhaps the Shield Guard Post will do. It only requires being put back into the DrawBag, then a tightening up of the turret spread should hopefully make it work. They were already a fair bit weaker than proper forcefields, as well.

But still, caution. I'd be worried of the planet full of them (and possibly Mark 5, ow).

Definitely cautionary, but I can imagine Shield Guard Posts in particular will be good at toning down over-relying on raid starships for neutering purposes. Will make players have to use more tools in order to deal with certain planets, particularly ones with eyes

Be nice to hack eyes to death though, sabotage hack coming back soon?

[edit]
That said, they are fun to beat on, so I can see this making a return at some point.  And, indeed, this definitely is something that you could add in in a different fashion now (having them seed more like fortresses or similar do, or having the shield guard posts return, etc)

Classic had sub-commanders, which opened up for some diverse defense configurations, as well as a special beefed-up command station of some theme. I think this mechanic would go a long way to make the AI sentinels both more challenging and interesting. A good example in this case, would be a "bubble-shield command station," requiring extra firepower to bring planet into player's control
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AI War II / Re: Transport Ships: How should these function?
« Last post by zeusalmighty on February 07, 2019, 07:26:50 PM »
Hull: 40,000
Shield: 10,000

Cap: 10
Metal: 40,000
Tech Cost (MK2 first): 750, 1250, 2500, 5500, 6500, 8000
Base Capacity: 30 mass_tx

First proposal: Shields 10,000 > 40,000. Cap 10 > 6.

I did notice I had the behaviour of sending multiple transports simply as chaft. If one with units died, simply pick them up with another and continue. A similar change to the proposal would perhaps reduce the annoying micro there for the same effect. It's not interesting, so it can safely go I think.
Are those the present values? Hmm, maybe I'm misrembering

Couple things come to mind:
1) Do we really want more than 3 marks of this unit? Can't ever imagine spending all that science, unless this unit was ridiculously broken
2) A carrier should be bigger than the things it carries, so it is reasonable that it have decent durability. I like this unit having 50/50 health and shields, but the values may need further tinkering...likely higher
3) That chaff strategy, yes, I think this a cheesy tactic that needs to be addressed accordingly. Perhaps this will be better accomplished by limiting how quickly transports can load/unload, something like 10 Mass/sec
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