Author Topic: AI War Beta 4.048 Released!  (Read 9991 times)

Offline keith.lamothe

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Re: AI War Beta 4.048 Released!
« Reply #15 on: December 09, 2010, 05:02:49 pm »
Did the wave alert disappear before the timer hit zero, or after?
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Offline Echo35

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Re: AI War Beta 4.048 Released!
« Reply #16 on: December 09, 2010, 05:05:36 pm »
Did the wave alert disappear before the timer hit zero, or after?

I started this game two versions ago,  the wave alert appeared last night when I was playing the previous version. The engineer taking damage ctd thing was preventing me from playing because a Neinzul Enclave popped up on my planet and was causing crashes, so I saved and continued just now with the current version. I killed off the Neinzul and was waiting for the wave. Just before the timer hit zero I think, nothing happened. No ships, so I loaded my earlier save and there was no wave alert there either.

EDIT: Now that I think of it, it was when the timer ran out, because I tabbed over to the planet to oversee the oncoming wave and nothing ever showed up.
« Last Edit: December 09, 2010, 06:43:08 pm by Echo35 »

Offline freeman08

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Re: AI War Beta 4.048 Released!
« Reply #17 on: December 09, 2010, 07:13:12 pm »

Gave the new Experimental Auto-Kite Behavior a try with a value of 3500. I think it looks awesome! Combat looks
much more dynamic.
The only thing that bothers me a little at the moment is that I have to regroup my units manually a lot.
Are there plans to improving this?

I know that it says experimental, but christmas is near.  :)

Regards,
freeman08


Offline ShadowOTE

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Re: AI War Beta 4.048 Released!
« Reply #18 on: December 09, 2010, 07:59:45 pm »
Ok, random question - the autoupgrade in the last patch for harvesters said it brings them to full mk2/3 health immediately on unlock. That work if they're damaged as well, or does it just give them whatever equivalent percent of the HP they'd have, or even just add subtract the current lost HP from the new cap? Don't have time to test tonight, but after tomorrow hopefully I can dive in and spend saturday exploring new changes :D

Offline keith.lamothe

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Re: AI War Beta 4.048 Released!
« Reply #19 on: December 09, 2010, 08:45:28 pm »
The only thing that bothers me a little at the moment is that I have to regroup my units manually a lot.
Are there plans to improving this?
What's planned is what's implemented, as far as the actual function of it.  I was thinking of making it so you could specify which control groups use it or don't use it, etc, but that's only if we can find a satisfactory base behavior.

But I'm more than happy to consider any specific, concrete improvements you or others may have in mind :)
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Offline x4000

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Re: AI War Beta 4.048 Released!
« Reply #20 on: December 09, 2010, 08:46:35 pm »
Ok, random question - the autoupgrade in the last patch for harvesters said it brings them to full mk2/3 health immediately on unlock. That work if they're damaged as well, or does it just give them whatever equivalent percent of the HP they'd have, or even just add subtract the current lost HP from the new cap? Don't have time to test tonight, but after tomorrow hopefully I can dive in and spend saturday exploring new changes :D

It's fully health no matter what, so long as they are finished constructing.  They could be at 1% health on the brink of death, and after the upgrade they're back to 100%. :)
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Offline ShadowOTE

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Re: AI War Beta 4.048 Released!
« Reply #21 on: December 09, 2010, 08:47:33 pm »
K, just wanted to make sure that was intended :D

Offline x4000

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Re: AI War Beta 4.048 Released!
« Reply #22 on: December 09, 2010, 08:48:09 pm »
Yep! :)
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Offline True-Chaos

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Re: AI War Beta 4.048 Released!
« Reply #23 on: December 09, 2010, 09:25:11 pm »
One slight change I'd like to see in the retreat behavior...

If the unit is under a force field it does not retreat

Offline keith.lamothe

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Re: AI War Beta 4.048 Released!
« Reply #24 on: December 09, 2010, 09:29:45 pm »
One slight change I'd like to see in the retreat behavior...

If the unit is under a force field it does not retreat
Sure, that's easy. Any objectors?
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Offline Echo35

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Re: AI War Beta 4.048 Released!
« Reply #25 on: December 09, 2010, 09:34:55 pm »
One slight change I'd like to see in the retreat behavior...

If the unit is under a force field it does not retreat
Sure, that's easy. Any objectors?

That's incredibly exploitable. Let me just get my Spire Forcefield ship, or even cheaper, my Riot Control Ship with a brick of shield walls on it and bam, instant way to pin enemy ships.

Offline keith.lamothe

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Re: AI War Beta 4.048 Released!
« Reply #26 on: December 09, 2010, 09:37:09 pm »
That's incredibly exploitable. Let me just get my Spire Forcefield ship, or even cheaper, my Riot Control Ship with a brick of shield walls on it and bam, instant way to pin enemy ships.
Are you talking about auto-kite, or about the AI's retreat behavior?  Auto-kite, by definition, shouldn't be any more exploitable than move commands you could issue via micro-management if you were so inclined.
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Offline Echo35

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Re: AI War Beta 4.048 Released!
« Reply #27 on: December 09, 2010, 09:40:28 pm »
That's incredibly exploitable. Let me just get my Spire Forcefield ship, or even cheaper, my Riot Control Ship with a brick of shield walls on it and bam, instant way to pin enemy ships.
Are you talking about auto-kite, or about the AI's retreat behavior?  Auto-kite, by definition, shouldn't be any more exploitable than move commands you could issue via micro-management if you were so inclined.

Haven't played with auto-kite, I thought he was referring to retreat behavior by the AI. In which case, you could micro it with force field bearing ships and defeat the purpose of other ships that damage engines.

Offline keith.lamothe

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Re: AI War Beta 4.048 Released!
« Reply #28 on: December 09, 2010, 09:44:02 pm »
Right, I wouldn't do that to the AI behavior ;)
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Offline x4000

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Re: AI War Beta 4.048 Released!
« Reply #29 on: December 09, 2010, 09:45:35 pm »
Well, it would be that AI ships wouldn't retreat if they were under their OWN shields, anyway, not yours.  They get displaced by your strong shields, and aren't at all affected by your weaker shields.  But, that's pretty moot anyhow, as noted.
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