Author Topic: AI War Beta 4.038 Released!  (Read 14505 times)

Offline TheDeadlyShoe

  • Full Member Mark II
  • ***
  • Posts: 194
Re: AI War Beta 4.038 Released!
« Reply #30 on: November 21, 2010, 09:28:24 pm »
I agree that the attacks escalating endlessly is demoralizing, very demoralizing.  I've finished diff 8 games in 4 hours before, but the map types/ai types i'm playing know arn't conducive to quick victories.  I think the game should stick to the concept of AI progress increases from discrete player actions for the most part - and the Spire Waves are like an alternate AI progress.

Speaking of which - is there a reason the Spire waves are unannounced? It's always kind of a pain to be busy with something else, then look over at a border system and find 3 golems half way to the next warp gate.

And I don't know if its a bug or not but the spire waves seemed more obsessed with getting to my homeworld then to the spire city.  

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 4.038 Released!
« Reply #31 on: November 21, 2010, 09:46:14 pm »
Ok, with stuff like that it just sounds like the overall challenge mechanic is flawed, if you're wanting it to go back to AIP.  That basically means ripping it all out, and making the Spire stuff not nearly so powerful so as not to require as intense a counterbalance to maintain challenge.
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 TheDeadlyShoe

  • Full Member Mark II
  • ***
  • Posts: 194
Re: AI War Beta 4.038 Released!
« Reply #32 on: November 21, 2010, 10:00:02 pm »
Nooo i was just making a comparison.   :o

I mean really here i had no idea at all the waves were getting bigger as time went on. And if its intended to balance spire out, well, its kinda weird cuz it means spire is more powerful on maps/setups you can finish quickly and less powerful (even game-losing) on maps you can't finish quickly.


Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 4.038 Released!
« Reply #33 on: November 21, 2010, 10:40:11 pm »
Perhaps what we really need are spire defensive weapons. As it is, the current ones are very mobile and you WANT to use them on offense. The spire cities whine when they are placed near the AI.. So we need something else. to fill the gap.
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 4.038 Released!
« Reply #34 on: November 21, 2010, 10:45:05 pm »
The Spire cities are intended to be the defensive bonus.  They can't be the very front line but they can be one system back.  Their forcefields haven't blocked movement in the past but you could use them to cover a normal one on the wormhole itself and the result could hold off even a massive attacking force for at least a brief time.

I'm quite happy to buff Spire City defensive modules quite a lot, if that would help.  They're supposed to be major starbase-level defenses, etc.

Can also just make their forcefields block movement, to remove the need to add a normal generator to cover the wormhole.

You are using them to cover your wormholes-towards-your-homeworld, right? ;)

Of course, during the buildup, losing one is a problem of its own.
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 4.038 Released!
« Reply #35 on: November 21, 2010, 10:50:38 pm »
of course, all of my planets are tiered like that :p


But 'one planet back' isnt exactly good enough - even if its under eventy billion forcefields, you never want a hub to encounter the enemy.. Because your defenses have already failed at that point.

No, I think there should be something else - after the second or third hub, you should be able to build/research some sort of spire defense platform, which is basically the defensive level of a spire reactor..

Perhaps limit these by the number of reactors you have in the galaxy similar to shipyards and such as well.

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 4.038 Released!
« Reply #36 on: November 21, 2010, 10:57:49 pm »
Yea, I'm thinking more of defense during the final phase, where you only have to hold your homeworld for 30 minutes to win, and the cities can be used to the hilt defensively.

Before the fifth city and capitol go up and you can research the ability to build your own spire colony ships, losing a city is basically the end of the questline, so I do understand that you don't want to really be relying on the city's guns.

I like the defensive platform idea.  The original design actually called for defense platforms but they were folded into the reactors and hab centers.

I'll need to reuse some art for these, but that's ok.
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 4.038 Released!
« Reply #37 on: November 21, 2010, 11:35:28 pm »
More defensive toys  ;D

Now I can finally make my epic chokepoint of +7 spiredefense
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 4.038 Released!
« Reply #38 on: November 21, 2010, 11:36:54 pm »
And the AI gets to play "how many artillery golems does it take to get to the center..."
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 4.038 Released!
« Reply #39 on: November 21, 2010, 11:38:45 pm »
well, its last wave of 3 and assorted armoed golems didn't, soooo  ;)
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline orzelek

  • Hero Member Mark III
  • *****
  • Posts: 1,096
Re: AI War Beta 4.038 Released!
« Reply #40 on: November 22, 2010, 03:43:02 am »
well, its last wave of 3 and assorted armoed golems didn't, soooo  ;)

No worries.. that was a warm-up :D
When 5+ golems with at least 10 or more core starships plus assorted starship escort arrive you can test your defenses.

Offline Kron

  • Jr. Member Mark II
  • **
  • Posts: 78
  • Not an AI.
Re: AI War Beta 4.038 Released!
« Reply #41 on: November 22, 2010, 03:48:46 am »
And the AI gets to play "how many artillery golems does it take to get to the center..."

O_O

Well, it's official. Everyone strike a pose, cause shit just got real!
Time travel in the classic sense has no place in rational theory, but temporal distortion does exist on the quantum level, and more importantly it can be controlled.
- Academician Prokhor Zakharov, "For I Have Tasted the Fruit"

Offline mecharm

  • Newbie Mark II
  • *
  • Posts: 20
Re: AI War Beta 4.038 Released!
« Reply #42 on: November 22, 2010, 04:40:21 am »
Just throwing this in (to give some positive colors too), the new Spirecraft are just pure awesome. They are my favourite ships now, and are a huge help against the The Raiders of the Lost Spire.

That is, until that 6 golems came...

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 4.038 Released!
« Reply #43 on: November 22, 2010, 04:49:59 am »
6?


SIX?


I just got hit by a wave of 6... armored golems alone. Add in another 8 black widow, maybe 4 artillery...
*at which point in writing this I hear the signature flame wave sound of golems, and go 'ohshit' and tab back into the game*

This whole 'rebuild your entire turret mass each wave thing' is getting slightly annoying though, and that last wave took out a good 2/3 my fleet. I hope I've enough time to pick up the 5th city before the next one hits :x
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline mecharm

  • Newbie Mark II
  • *
  • Posts: 20
Re: AI War Beta 4.038 Released!
« Reply #44 on: November 22, 2010, 04:54:11 am »
The funny thing is, for my fleet golems are the "easy" prey.

By the end of the wave, when everything is in flames, corpses and motherboards float gently in the quiet vacuum, it's always that ungodly amount of "common" mark 5 ships that stay standing...