Author Topic: What AI ships/types you find most/least difficult/annoying to deal with?  (Read 6740 times)

Offline rabican

  • Full Member
  • ***
  • Posts: 132
Guardians :
Most difficult :

 Gravity / starship dissambler (just because i use starships heavily)

Least difficult :

 Zombie. Probably just my offensive play style.

Bonus ship:

Most difficult:

  Any low cap ship (because there is just too many of them , 20-40 blade spawners per planet is just messed up). But if we ignore that then eyebots/space planes. Stealth ships are always real pain in the arse , but these 2 take the cake. FF immunity is just evil and planes have that radar dampening that allow them to attack while being dampened so they usually just laugh at automatic static defenses. Oh and gravity drains are often really painful.

Least difficult:

Any high cap ships (apart from space plane). There are just so few of them that they end up being nonissues every time. Hard to pick one.

AI type:
Most difficult:

Support corps, by a lot. Those decoy drones are just awful when wave sizes get big enough. Also they seed extra interplanetary munitions boosters. Getting 6+ of those in every game is painful.

Least difficult:

Most ai types that seed extra DC's but don't have buildings that you absolutely must destroy.  Also any ai type with non-obivious effect, bully or assasin are just ignorable.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
About the caps stuff, it seems that even though Keith has made great strides in making sure reinforcements obey ship cap ratios properly, it seems that the initial game seeding process still isn't respecting them properly. Thus why you are seeing way too many low cap ships and too few high cap ships.

I would say this is a pretty big deal, and I would encourage Keith to start looking into it, please.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
About the caps stuff, it seems that even though Keith has made great strides in making sure reinforcements obey ship cap ratios properly, it seems that the initial game seeding process still isn't respecting them properly. Thus why you are seeing way too many low cap ships and too few high cap ships.

I would say this is a pretty big deal, and I would encourage Keith to start looking into it, please.
I would need reinforcements logs showing this to really look into it :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
About the caps stuff, it seems that even though Keith has made great strides in making sure reinforcements obey ship cap ratios properly, it seems that the initial game seeding process still isn't respecting them properly. Thus why you are seeing way too many low cap ships and too few high cap ships.

I would say this is a pretty big deal, and I would encourage Keith to start looking into it, please.
I would need reinforcements logs showing this to really look into it :)

Does the initial game seeding get logged in the reinforcement logs?

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
About the caps stuff, it seems that even though Keith has made great strides in making sure reinforcements obey ship cap ratios properly, it seems that the initial game seeding process still isn't respecting them properly. Thus why you are seeing way too many low cap ships and too few high cap ships.

I would say this is a pretty big deal, and I would encourage Keith to start looking into it, please.
I would need reinforcements logs showing this to really look into it :)
Oh, sorry, I see what you mean now.  No, I don't think so; that I will look into :)

Does the initial game seeding get logged in the reinforcement logs?
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Most ai types that seed extra DC's
Which AI types do this?? Is this in the Wiki?
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
About the caps stuff, it seems that even though Keith has made great strides in making sure reinforcements obey ship cap ratios properly, it seems that the initial game seeding process still isn't respecting them properly. Thus why you are seeing way too many low cap ships and too few high cap ships.

I would say this is a pretty big deal, and I would encourage Keith to start looking into it, please.
I would need reinforcements logs showing this to really look into it :)
Didn't you check out the logs about the ~43 Spire Stealth Battleships? Didn't they tell anything? ???
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
About the caps stuff, it seems that even though Keith has made great strides in making sure reinforcements obey ship cap ratios properly, it seems that the initial game seeding process still isn't respecting them properly. Thus why you are seeing way too many low cap ships and too few high cap ships.

I would say this is a pretty big deal, and I would encourage Keith to start looking into it, please.
I would need reinforcements logs showing this to really look into it :)
Didn't you check out the logs about the ~43 Spire Stealth Battleships? Didn't they tell anything? ???
Yes, they told me the 43 SSBs didn't come from reinforcements :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Guardians: Gravity, Zombie and Artillery. (need to destroy these or u die)
Fleet Ships: Spire Gravity Drainer, Spire Stealth Battleship, Zombards, Snipers, Vampire Claws, DoomShrooms (surprisingly nasty when used by the AI), Shield Bearers, EtherJet (Thief AI..(800 EtherJets=bye bye fleet)) and Spire Maws but I usually disabled swallowers.
AI types: Hard: Raid Engine, Mad Bomber, Zenith Descendant, One-Way Doormaster
Hard and annoying: Thief, Technologist Parasite, Stealth Master
Impossible combos: Raid Engine/One-Way Doormaster, Mad Bomber/Support Corps
Hard combos: Speed Racer/Tag Teamer, Experimentalist/Support Corps, Fortress Baron/Shield Ninny(or Support Corps)
(of course something like double Raid Engine or Mad Bomber would be retardedly hard so no need to list it herp a derp)

Also I agree with you about the Support Corps. It seems to me that Support Corps is underrated. It can be surprisingly nasty.
« Last Edit: August 14, 2012, 01:57:26 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
About the caps stuff, it seems that even though Keith has made great strides in making sure reinforcements obey ship cap ratios properly, it seems that the initial game seeding process still isn't respecting them properly. Thus why you are seeing way too many low cap ships and too few high cap ships.

I would say this is a pretty big deal, and I would encourage Keith to start looking into it, please.
I would need reinforcements logs showing this to really look into it :)
Didn't you check out the logs about the ~43 Spire Stealth Battleships? Didn't they tell anything? ???
Yes, they told me the 43 SSBs didn't come from reinforcements :)
Ohhh right! So they were generated during the seeding right? Shouldn't that be fixed? 43 SSBs is a lot u know ::)
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: What AI ships/types you find most/least difficult/annoying to deal with?
« Reply #10 on: August 14, 2012, 02:09:17 pm »
Yes, they told me the 43 SSBs didn't come from reinforcements :)
Ohhh right! So they were generated during the seeding right? Shouldn't that be fixed? 43 SSBs is a lot u know ::)

It should be, and it has been. The change is in for 5.061. (You can check the release notes at http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-5.000_Beta)
« Last Edit: August 14, 2012, 02:13:35 pm by TechSY730 »

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: What AI ships/types you find most/least difficult/annoying to deal with?
« Reply #11 on: August 14, 2012, 02:19:34 pm »
Yes, they told me the 43 SSBs didn't come from reinforcements :)
Ohhh right! So they were generated during the seeding right? Shouldn't that be fixed? 43 SSBs is a lot u know ::)

It should be, and it has been. The change is in for 5.061. (You can check the release notes at http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-5.000_Beta)
Oh cool! I guess the patch notes were updated recently. Good :)
« Last Edit: August 14, 2012, 02:21:11 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: What AI ships/types you find most/least difficult/annoying to deal with?
« Reply #12 on: August 14, 2012, 02:23:25 pm »
Oh cool! I guess the patch notes were updated recently. Good :)
Yea, I usually update the notes after the svn-commit containing the change goes through successfully.

Anyway, you should see a lot fewer initially seeded low-cap ships (I tested vs a spireling, and a lot of its guard posts started with exactly 1 guard), though you'll probably see more of the other stuff.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: What AI ships/types you find most/least difficult/annoying to deal with?
« Reply #13 on: August 14, 2012, 02:26:00 pm »
Oh cool! I guess the patch notes were updated recently. Good :)
Yea, I usually update the notes after the svn-commit containing the change goes through successfully.

Anyway, you should see a lot fewer initially seeded low-cap ships (I tested vs a spireling, and a lot of its guard posts started with exactly 1 guard), though you'll probably see more of the other stuff.

Hopefully, among other things, this will help to show why things like Swarmer hull type bonuses are not worthless. ;)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: What AI ships/types you find most/least difficult/annoying to deal with?
« Reply #14 on: August 14, 2012, 02:52:34 pm »
Hopefully, among other things, this will help to show why things like Swarmer hull type bonuses are not worthless. ;)
Aside from outliers like the SSB getting randomly picked a lot during mapgen, I really don't think the initial ship seeding makes a whole lot of difference.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!