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Arcen Games
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AI War Classic
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A few new toggles
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Topic: A few new toggles (Read 3873 times)
Faulty Logic
Hero Member Mark III
Posts: 1,194
Bane of the AI
A few new toggles
«
on:
April 23, 2013, 03:49:09 pm »
To reduce micro. I would really like these in the game, don't know how hard implementation would be, though.
Mercs only build with excess resources
.
Harvester rebuilds ignore cloaked ships.
Immobile enemy ships don't count as attacking, or interfere with auto harvester rebuilds
.
«
Last Edit: April 23, 2013, 03:52:19 pm by Faulty Logic
»
Logged
If warheads can't solve it, use more warheads.
orzelek
Hero Member Mark III
Posts: 1,096
Re: A few new toggles
«
Reply #1 on:
April 23, 2013, 06:43:40 pm »
Sounds cool
I'm not sure about the third one with ships not counting as attackers.
But having played against AI with chameleons I felt the pain... (can't event tachyon them out of camouflage).
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Faulty Logic
Hero Member Mark III
Posts: 1,194
Bane of the AI
Re: A few new toggles
«
Reply #2 on:
April 23, 2013, 07:19:13 pm »
By immobile I mean ships that can't move, like SF posts. Not ships that can move, but won't.
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If warheads can't solve it, use more warheads.
Radiant Phoenix
Sr. Member Mark II
Posts: 362
Re: A few new toggles
«
Reply #3 on:
April 23, 2013, 10:32:29 pm »
I'd make it have make exception for ships that are currently attacking your stuff.
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Zeyi
Jr. Member Mark II
Posts: 79
Re: A few new toggles
«
Reply #4 on:
April 24, 2013, 04:36:50 am »
The first is a fantastic suggestion.
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Dichotomy
Jr. Member Mark III
Posts: 93
Fan of Summer Glau
Re: A few new toggles
«
Reply #5 on:
April 25, 2013, 08:13:04 pm »
YES! Implement these NOW!!!
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You are all insane. In. Sane. No argument.
Winge
Hero Member
Posts: 601
Re: A few new toggles
«
Reply #6 on:
April 25, 2013, 09:51:11 pm »
The second is definitely my favorite. I could see issues with the 3rd, if the immobile ship was within range of the asteroid. Not that that would happen often.
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My other bonus ship is a TARDIS.
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A few new toggles