Author Topic: AI War Beta 4.031 Released!  (Read 8934 times)

Offline Giegue

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Re: AI War Beta 4.031 Released!
« Reply #15 on: November 11, 2010, 01:06:16 am »
golems have MK levels now? when did that happen?

Offline Lancefighter

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Re: AI War Beta 4.031 Released!
« Reply #16 on: November 11, 2010, 01:17:16 am »
haha yeah

I get them mixed up too fairly often >.<
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Offline Giegue

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Re: AI War Beta 4.031 Released!
« Reply #17 on: November 11, 2010, 02:51:57 am »
If golems really DO have MK levels, I think that should be undone. Golems are supposed to be above and beyond normal technology, remnants of the zenith that fled the galaxy long ago. MK levels would tie them back to the humans, which wouldn't make sense. plus they are wrecks, so... yeah.

Offline zebramatt

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Re: AI War Beta 4.031 Released!
« Reply #18 on: November 11, 2010, 03:07:41 am »
I'm fairly certain Christ means Guard Posts, not Golems.
« Last Edit: November 11, 2010, 01:22:01 pm by zebramatt »

Offline superking

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Re: AI War Beta 4.031 Released!
« Reply #19 on: November 11, 2010, 04:47:32 am »
I'm not investing in LoTS until the campaign is all implemented so I enjoy it properly, but waiting with you guys talking about all the awsome stuff sure is hard  :-[

Offline Ozymandiaz

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Re: AI War Beta 4.031 Released!
« Reply #20 on: November 11, 2010, 04:54:02 am »
I'm not investing in LoTS until the campaign is all implemented so I enjoy it properly, but waiting with you guys talking about all the awsome stuff sure is hard  :-[

:)


I am already on "episode 3" from what I gather with the spire.

But its released so quickly, and I have been away that I am still on the first came when they came along :P.


As a note of the, I htink 5Mill HP was a tad low for the survivor ship. I had to do a reload since it spawnd far away and the hefty AI fleet ripped it appart before I got to it :).
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Offline Lancefighter

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Re: AI War Beta 4.031 Released!
« Reply #21 on: November 11, 2010, 05:04:53 am »
it fits in a transport  ;)

(which, oddly, the survey ship doesnt)
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Offline Ozymandiaz

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Re: AI War Beta 4.031 Released!
« Reply #22 on: November 11, 2010, 05:44:04 am »
it fits in a transport  ;)

(which, oddly, the survey ship doesnt)

Good idea. I just ended up using my FF beares as a buffer aroud it ;)

But... I will not always have access to FF beares in every game :)
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Offline Malibu Stacey

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Re: AI War Beta 4.031 Released!
« Reply #23 on: November 11, 2010, 06:57:51 am »
If MRS is going to be as is, I suggest making FF bearers immune to repair and giving them a natural regen rate.

See Mantis Issue #1192.

That actually makes a lot of sense. I'd like to second this. The "killer combo" needing balanced is MRS + FF bearers from what I see. If we can balance the FF bearers the "killer combo" should no longer apply.

Also I've lost a few MRS in my current 4.031 game (but I don't have FF bearers). They are no longer as invincible as they were in v3 & the very low regen rate coupled with no repair makes them a fair bit vulnerable even with a massive fleet.

Offline keith.lamothe

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Re: AI War Beta 4.031 Released!
« Reply #24 on: November 11, 2010, 08:23:11 am »
it fits in a transport  ;)
The ship?  The one you have to recover?  Not the ones similar to it that you can produce later? If so, I'm going to have a long talk with the "this.CanBeTransported = false;" flag in its UnitData...

What about the shard?  That's _really_ supposed to be non-transportable.

Quote
(which, oddly, the survey ship doesnt)
Yea, all the quest-related stuff is supposed to be non-transportable, since movement speed is kind of important to pacing things.  Also, a lot of the per-second logic won't work right if the unit is in "limbo" like anything in a transport.
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Offline Ozymandiaz

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Re: AI War Beta 4.031 Released!
« Reply #25 on: November 11, 2010, 08:25:13 am »
If MRS is going to be as is, I suggest making FF bearers immune to repair and giving them a natural regen rate.

See Mantis Issue #1192.

That actually makes a lot of sense. I'd like to second this. The "killer combo" needing balanced is MRS + FF bearers from what I see. If we can balance the FF bearers the "killer combo" should no longer apply.

Also I've lost a few MRS in my current 4.031 game (but I don't have FF bearers). They are no longer as invincible as they were in v3 & the very low regen rate coupled with no repair makes them a fair bit vulnerable even with a massive fleet.

I just took down a SuperFortress, while a MK II fortress was also shooting me. I think I lost a few cruisers that got lost outside the bubbles :)

But the changes in the mantis-MRS-post seems good. It will solve this killer-combo while still keeping the MRS useful in defence and in beach heads.

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Offline Ozymandiaz

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Re: AI War Beta 4.031 Released!
« Reply #26 on: November 11, 2010, 08:28:40 am »
it fits in a transport  ;)
The ship?  The one you have to recover?  Not the ones similar to it that you can produce later? If so, I'm going to have a long talk with the "this.CanBeTransported = false;" flag in its UnitData...

What about the shard?  That's _really_ supposed to be non-transportable.

Quote
(which, oddly, the survey ship doesnt)
Yea, all the quest-related stuff is supposed to be non-transportable, since movement speed is kind of important to pacing things.  Also, a lot of the per-second logic won't work right if the unit is in "limbo" like anything in a transport.

As a comment to the whole quest thing; I love it!

Adds more spice, and the rewards for doing it is nice! I have only seen the 4 beam starships, and they rock big time :). Can't wait to see more awesome spire stuff.

The shard I recoverd took quite some beating, but its 20 Mill ehp was good and kept it alive.

Tonight when I get home I intent to test teh next quest part that my new rocky friends have located for me :) (tho its a pain to have to go through a grav drill system, hehe:) )
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Offline keith.lamothe

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Re: AI War Beta 4.031 Released!
« Reply #27 on: November 11, 2010, 08:33:44 am »
Glad you like it :)

I may pump up the second recoverable's hp to be closer to the shard's 20M, but it's getting a major balance change with the upcoming changes to the bonuses against heavy hull-type, so one thing at a time there.

And yea, stuff like the grav drill you're running into shows that even though the sequence of events is not randomized, it's all "floating" on the mega-randomized procedurally-generated world and is thus quite seriously not the same experience twice ;)
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Offline Malibu Stacey

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Re: AI War Beta 4.031 Released!
« Reply #28 on: November 11, 2010, 12:16:18 pm »
That actually makes a lot of sense. I'd like to second this. The "killer combo" needing balanced is MRS + FF bearers from what I see. If we can balance the FF bearers the "killer combo" should no longer apply.

Also I've lost a few MRS in my current 4.031 game (but I don't have FF bearers). They are no longer as invincible as they were in v3 & the very low regen rate coupled with no repair makes them a fair bit vulnerable even with a massive fleet.

I just took down a SuperFortress, while a MK II fortress was also shooting me. I think I lost a few cruisers that got lost outside the bubbles :)

But the changes in the mantis-MRS-post seems good. It will solve this killer-combo while still keeping the MRS useful in defence and in beach heads.

And yet without FF bearers, even with 2 MRS, a blob of 500+ mark II fleet ships (fighters, bombers, raiders & anti-armour) & 13 starships (3 Flagships, 3 mark I raid, 3 mark I leech & 4 mark I bombers) I find I lose a huge chunk of my fleet including usually both MRS when I try to kill even mark I Fortresses. Sure I could bring along some Siege Starships but I prefer not to lose the fleet speed so much when group moving & Bombers should work just as well in 4.031 if not better due to the higer DPS.

Offline Ozymandiaz

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Re: AI War Beta 4.031 Released!
« Reply #29 on: November 11, 2010, 12:56:33 pm »
Just a quick question, is the Fighter Mk V and Cruiser Mk V supposed to be able to be captured? The other Mk V ships afaik can not, yet I now got a bunch of Mk V cruisers and fighters in my fleet ;)

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 :)
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