Author Topic: AI War Beta 4.049, "Firepower," Released!  (Read 14152 times)

Offline Signata

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #60 on: December 12, 2010, 12:03:59 am »
To me it seems like auto-kite should be an alt-rightclick function, not a control. Something you contextually apply according to the situation, and once you standard click it goes away.

Offline Echo35

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #61 on: December 12, 2010, 12:41:11 am »
To me it seems like auto-kite should be an alt-rightclick function, not a control. Something you contextually apply according to the situation, and once you standard click it goes away.

I would definitely vote that up were it in Mantis. Only problem is how would you set the range? Maybe just make it so all ships Kite at their maximum range (Or maybe 75% Maximum range for accuracy sake) when you used a right click modifier?

Offline Giegue

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #62 on: December 12, 2010, 01:06:58 am »
where did the ingame cheat menu go?
^

Offline Suzera

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #63 on: December 12, 2010, 02:46:30 am »
To me it seems like auto-kite should be an alt-rightclick function, not a control. Something you contextually apply according to the situation, and once you standard click it goes away.

I would definitely vote that up were it in Mantis. Only problem is how would you set the range? Maybe just make it so all ships Kite at their maximum range (Or maybe 75% Maximum range for accuracy sake) when you used a right click modifier?

The box doesn't change how much of their range they use. They go out to maxrange-500. The box just changes which units will kite to maxrange-500 units. If all units autokite, they all autokite to their own max ranges-500 from their individual targets.

The box could just be left there to determine which units do that.

Offline Echo35

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #64 on: December 12, 2010, 02:50:00 am »
To me it seems like auto-kite should be an alt-rightclick function, not a control. Something you contextually apply according to the situation, and once you standard click it goes away.

I would definitely vote that up were it in Mantis. Only problem is how would you set the range? Maybe just make it so all ships Kite at their maximum range (Or maybe 75% Maximum range for accuracy sake) when you used a right click modifier?

The box doesn't change how much of their range they use. They go out to maxrange-500. The box just changes which units will kite to maxrange-500 units. If all units autokite, they all autokite to their own max ranges-500 from their individual targets.

The box could just be left there to determine which units do that.

I know, what I meant to say is that rather than the box, everything you move with that modifier will auto kite, and their distance would be that maxRange-500. That may be a bit too micro for some people though.

Offline Suzera

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #65 on: December 12, 2010, 02:53:57 am »
To me it seems like auto-kite should be an alt-rightclick function, not a control. Something you contextually apply according to the situation, and once you standard click it goes away.

I would definitely vote that up were it in Mantis. Only problem is how would you set the range? Maybe just make it so all ships Kite at their maximum range (Or maybe 75% Maximum range for accuracy sake) when you used a right click modifier?

The box doesn't change how much of their range they use. They go out to maxrange-500. The box just changes which units will kite to maxrange-500 units. If all units autokite, they all autokite to their own max ranges-500 from their individual targets.

The box could just be left there to determine which units do that.

I know, what I meant to say is that rather than the box, everything you move with that modifier will auto kite, and their distance would be that maxRange-500. That may be a bit too micro for some people though.

I always just set it to 1 or 0 so a keypress would remove that hassle for me, yes. It's less micro than trying to manually move the ships to maxrange-500 the 60-70% of the time when not using SBs it is advantageous to do so though.

Offline PineappleSam

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #66 on: December 12, 2010, 03:02:32 am »
Alt + V + Right-click on a planet = All ships enter FRD mode and then kite any enemy ships encountered? I'd support this!

EDIT: Oops, forgot that alt brought up the special attacks thingy. Would it be possible to give it a hotkey so it can be used in conjunction with other move orders? If it's implemented of course...
« Last Edit: December 12, 2010, 03:04:11 am by PineappleSam »

Offline bongotron2000

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #67 on: December 12, 2010, 03:13:04 am »
I took the black widow golem with golems set to medium level... and it's pretty much useless currently.

It provokes constant stream of aggression from AI, requires huge maintenance due to self attrition (MRS + 3 Mk I&II engies are barely repairing it and resource outflows are around thousand or so.

And apparently it can't be scrapped... so I will need to suicide it on some AI planet and survive the "CPA" generated by it... net effect = I'm in much worse situation I was before capturing it.

Just did exactly the same thing myself. Did a quick raid to get the golem because there's a CPA coming up and I wanted some extra defense, and now I'm thinking I've probably done more harm than good.

Offline orzelek

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #68 on: December 12, 2010, 06:11:25 am »
I need to reload my game after taking a golem - around 2k of mixed Mk II ships with large number of bombers was much better than 900 ship CPA at destroying my HW.


Two balance notes:
I noticed that snipers are kind of powerful now - when AI has them you practically need to take scout starships for defensive cover or your fighters will evaporate.
Mk II were doing 60k damage per shot which with their bonuses against fighter/bombers means very high losses. And they run away from you to boot :D

Gravity guardians for AI - are this things meant to force you to stop raiding with transports/raid starships ? And force you to bring sieges to have any chance of destroying them or your fleet will get ripped to pieces by long range stuff.

Offline Giegue

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #69 on: December 12, 2010, 06:53:48 am »

Offline Ozymandiaz

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #70 on: December 12, 2010, 07:21:56 am »
Not to sound negative, but I am not sure giving the AI a scout ability is a super idea all the time :) I am sure it attacks better to a degree, and that I approve off, but the AI reading my firepower number and generating tons of MK V ships to counter it... I dunno. It adds a new element I am not too fond of; the micro managing of forces, making sure never to have more then a set amount at one place at a time.

I was just attacked by a bunch of zenith shredders, and since they happily went past my defenses and fore fields, I had to send in my fleet to take care of em before t hey took care of my home command. This generated a ton of threat for the AI, that they have now stashed a few Mk V outside the WH.

Further more, since the AI reads my force numbers, is not possible to fool it? I have not tested it yet, but keeping my force say 1 jump away form my border planets, then sending it in when the AI sends it units in (in numbers sufficient for the previously undefended border world?). I am gonna see of this works later today, but this part is just speculation for now ;)
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Offline Giegue

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #71 on: December 12, 2010, 09:28:10 am »
heh. this is getting funny in an annoying kind of way. I feel like that really short guy in the back of the crowd trying to see what everyones looking at and shouting "I can't see" to no avail. or something similar.

Offline zebramatt

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #72 on: December 12, 2010, 11:56:55 am »
To me it seems like auto-kite should be an alt-rightclick function, not a control. Something you contextually apply according to the situation, and once you standard click it goes away.

I would definitely vote that up were it in Mantis.

Offline keith.lamothe

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #73 on: December 12, 2010, 03:11:49 pm »
heh. this is getting funny in an annoying kind of way. I feel like that really short guy in the back of the crowd trying to see what everyones looking at and shouting "I can't see" to no avail. or something similar.
Well, weekends kinda slow down dev answers ;)  If I'd known what you meant by ingame cheat menu I'd have answered.  Do you mean the in-game list of cheats?  I don't think it was ported (quite a bit of the old InDesign file was simply left behind).

If you want a list:

http://arcengames.com/mediawiki/index.php?title=AI_War_-_Cheats
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 Echo35

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Re: AI War Beta 4.049, "Firepower," Released!
« Reply #74 on: December 12, 2010, 04:00:13 pm »
heh. this is getting funny in an annoying kind of way. I feel like that really short guy in the back of the crowd trying to see what everyones looking at and shouting "I can't see" to no avail. or something similar.
Well, weekends kinda slow down dev answers ;)  If I'd known what you meant by ingame cheat menu I'd have answered.  Do you mean the in-game list of cheats?  I don't think it was ported (quite a bit of the old InDesign file was simply left behind).

If you want a list:

http://arcengames.com/mediawiki/index.php?title=AI_War_-_Cheats

No, but you can enable them with commands now.