Author Topic: AI War Beta 4.031 Released!  (Read 8922 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AI War Beta 4.031 Released!
« Reply #30 on: November 11, 2010, 12:57:29 pm »
golems have MK levels now? when did that happen?

Sorry, I meant "guardians."  Fixed the original post now. :)
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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 4.031 Released!
« Reply #31 on: November 11, 2010, 01:04:55 pm »
Also a question on the logic on the AI anti-spire ships; are they supposed to race to my home world directly? I had teh shard in my grasp, but the AI ship went for my home world, I actually passed them on my way with some of the faster ships :)
The third mission special-spawn "armada" actually has two separate groups: one goes for the recoverable, one goes for the thing you got with the previous recoverable.

Get used to it, it's going to be happening a lot ;)
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 Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 4.031 Released!
« Reply #32 on: November 11, 2010, 01:46:15 pm »
I have not tried to transport the shard (i meant to, but forgot to try :\ ) however, the second spire item I 'found', with the guns, was transportable.

Also, are impulse ray emitters (reaction emitters) supposed to *start* at 200k/shot(mk1) to (zenith) starships?
mk4 do something like 1m/shot.............
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 4.031 Released!
« Reply #33 on: November 11, 2010, 01:52:50 pm »
The emitters are pretty insane, yea.  They used to kill golems really quick (before their health was dropped a _lot_), then I capped their multiplier.  I think I may need to also apply a zenith-polarizer like change to the IRE and have it scale with the square-root of the target's energy consumption instead, and pump up the base damage to compensate.
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 Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 4.031 Released!
« Reply #34 on: November 11, 2010, 04:45:47 pm »
Just finished the current set of plot stuffs.. was hectic.

It also took 3 savescums, 4 command stations, 8 lightning warheads, and a nuke  ;) (and I'm sure what is an untold amount of resources, both of direct expenditure, and lost to ai harassment)
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 4.031 Released!
« Reply #35 on: November 11, 2010, 04:47:40 pm »
Sounds about right ;D

The next part can also get pretty hectic, and involves some pretty high resource costs, but is a bit more defensive.

Working on wrapping it up...
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 Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 4.031 Released!
« Reply #36 on: November 11, 2010, 04:49:48 pm »
:D
still cleaning up after the mess i made...

about 6 hours in so far
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 4.031 Released!
« Reply #37 on: November 11, 2010, 04:52:05 pm »
Yea, that's a bit longer than I'm wanting that to take.  My guess is that a decent run on a diff 7.6 game should hit the end of what y'all can get to in 3.5 or 4 hours.  We'll work out the balance when I actually finish the whole thing.
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 Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 4.031 Released!
« Reply #38 on: November 11, 2010, 04:54:47 pm »
Ah i stopped a bit and played with the superterminal, let stuff build up more than i probably shouldve. If i had pushed a tad harder earlier...


but the timers themselves run around 2 hours total i believe.. I'm sure if i knocked it down to 7.6 it would only have taken 4 hours :p

edit:
on the other hand: I havent actually been able to keep my fleet up to optimal efficiency, my defenses have been in a perpetual state of disrepair, and my resources never run high.
So, I'm loving it so far.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 4.031 Released!
« Reply #39 on: November 11, 2010, 04:57:05 pm »
Yea, you get a max of 2 hours per step currently, but can do them in as little as 45 minutes in most cases, though I may have forgotten to change some of those.  The idea is that you should have at least 30 minutes from the end of one "mission" before you can even try to start the next one, to remind you that there's other stuff you need to deal with ;)
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 Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 4.031 Released!
« Reply #40 on: November 11, 2010, 04:58:56 pm »
Yeah, that time makes for an excellent breather for the moment. Of course, i then thought 'oh, 2 hours to jump across two mk4 planets? I can do that....' and decided to go play with the superterminal for an hour.

In retrospect, i think I couldve handled that better  ;)
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Giegue

  • Sr. Member Mark II
  • ****
  • Posts: 381
Re: AI War Beta 4.031 Released!
« Reply #41 on: November 11, 2010, 05:56:37 pm »
is the shard supposed to dissappear when you get it to your homeworld? because after the research to it was done, the shard was nowhere to be seen.

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 4.031 Released!
« Reply #42 on: November 11, 2010, 05:57:28 pm »
it is consumed once you build the receiver, if that is what your asking?
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Giegue

  • Sr. Member Mark II
  • ****
  • Posts: 381
Re: AI War Beta 4.031 Released!
« Reply #43 on: November 11, 2010, 06:39:22 pm »
I never got the reciever. it just vanished.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 4.031 Released!
« Reply #44 on: November 11, 2010, 06:41:59 pm »
Do you have a save from before it disappeared?
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!