Author Topic: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!  (Read 19604 times)

Offline Diazo

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #105 on: August 27, 2012, 12:39:38 pm »
Barracks into old saves?

Ouchies.

Looks like I'll have some clearing of my highways to do.

I'll get you some actual feedback tonight when I get a chance to play with 5.071.
The barracks actually won't bug you unless:

A) you shoot at the barracks itself (they're not autotargeted)
B) you kill the AI command station on the planet
C) a CPA happens and that particular planet is tapped to contribute

Of course, when any of those things happen, it can potentially bug you a lot ;)

Good to know.

Having said that I probably will go clear some out, my planets that are not fleet nodes are going to rely on turrets only for defence so it is a concern to have that many ships floating around.

We'll see how many spawn, and where, first though. If they are on my main highways they will be simple enough to deal with.

D.

Offline keith.lamothe

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #106 on: August 27, 2012, 12:42:00 pm »
@TechSY730: I didn't say anything about this being what I was planning to do about AI Homeworlds :)  That will take longer.
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Offline TechSY730

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #107 on: August 27, 2012, 12:47:22 pm »
@TechSY730: I didn't say anything about this being what I was planning to do about AI Homeworlds :)  That will take longer.

Oh dear. Now I am anxious to see what you have planned, and nervous about what madness you are about to unleash upon us.  :o

Offline Lancefighter

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #108 on: August 27, 2012, 01:54:30 pm »
I'm looking to potentially host an aiwar game with expansions and all sometime after an hour (say, 3pm est... An hour after this post, really.)

Basically I just want to give people a chance to show up and play solely as a champion-ship. I'm looking to do it for about 2-3 hours. All I really ask is that you show up in irc (#aiwar on appliedirc) and ping me,(just type out "lancefighter", if you arent familiar with irc) ill try to set up everything through there.

I think I may also allow dropins, depends how full the game gets.

Would really love if I could get cool people like keith too........ Give him a chance to actually play the game as its meant to be played ;)

edit; Seeing as I completely misjudged what day of the week ti is (monday? seriously?), this event is rescheduled until I can nab keith. Totally. I really like that idea actually.
« Last Edit: August 27, 2012, 03:26:41 pm by Lancefighter »
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Offline keith.lamothe

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #109 on: August 27, 2012, 02:19:49 pm »
Would really love if I could get cool people like keith too........ Give him a chance to actually play the game as its meant to be played ;)
I'm a bit busy actually implementing the content ;)  But I appreciate the invitation, I may have time later this week.

Btw, have you played the scenario where you help the Gray Spire?
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Offline Lancefighter

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #110 on: August 27, 2012, 02:43:59 pm »
I have put very little actual time into the expansion :( was hoping to snag a few people and mess around with it today (no class due to hurricane down here), but it seems I forgot today is monday, and currently prime class/work time for everyone else.
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Offline Diazo

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #111 on: August 27, 2012, 02:48:21 pm »
Ya, I'm cheating on my lunch break here.

Having said that, I'm pretty much regulated to single player games, I don't have a schedule so any game I start multiplayer would end after one session as I can never give the other players a time I can meet up with them again.

D.

Offline Lancefighter

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #112 on: August 27, 2012, 03:07:54 pm »
In theory I wasnt really too worried about the game actually finishing - I mostly wanted to give people a chance to play the game as just a hero-unit.

I am personally really looking forward to commanding my own personal army of heros, with which I can request do things on a whim.. And probably be completely ignored.

But mostly, I was looking to get a game in to mess with a lot of the new stuff thats happened since I left (the complete revamp of starships, a bunch of new bonus ships, some other stuff)
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Offline Eternaly_Lost

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #113 on: August 27, 2012, 05:43:56 pm »
Quote
Popping a carrier such that it has to "combine" ships due to high AI population on the planet already will now produce somewhat more... enthusiastic results on higher difficulties.

Now my Warp counter attack waves has 11 Hunter killers Mk2 in them...

Ouch.

Offline keith.lamothe

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #114 on: August 27, 2012, 05:52:29 pm »
Quote
Popping a carrier such that it has to "combine" ships due to high AI population on the planet already will now produce somewhat more... enthusiastic results on higher difficulties.

Now my Warp counter attack waves has 11 Hunter killers Mk2 in them...

Ouch.
What I did was factor in the usual multipliers applied to exos (mainly based on AI difficulty and the number of human homeworlds).  That might turn out to be a little much ;)
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Offline Eternaly_Lost

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #115 on: August 27, 2012, 05:56:28 pm »
Quote
Popping a carrier such that it has to "combine" ships due to high AI population on the planet already will now produce somewhat more... enthusiastic results on higher difficulties.

Now my Warp counter attack waves has 11 Hunter killers Mk2 in them...

Ouch.
What I did was factor in the usual multipliers applied to exos (mainly based on AI difficulty and the number of human homeworlds).  That might turn out to be a little much ;)

Given that they proceded to much right though my Spire fleet that had Dreadnoughts... Yea. What happened was that fleet said Oh! Carrier. Kill! Then the Hunter killers came out after they had emptied their guns. As powerful as a Full 8 city fleet is, 11 Hunter kills will eat them rather quickly when they are not shooting back. More so when the Hunter killers have 40 Shield Barriers to protect them...

Offline Eternaly_Lost

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #116 on: August 27, 2012, 06:28:34 pm »
Quote
Popping a carrier such that it has to "combine" ships due to high AI population on the planet already will now produce somewhat more... enthusiastic results on higher difficulties.

Now my Warp counter attack waves has 11 Hunter killers Mk2 in them...

Ouch.
What I did was factor in the usual multipliers applied to exos (mainly based on AI difficulty and the number of human homeworlds).  That might turn out to be a little much ;)

Futher testing shows when I go into a planet with several Carrier, just about every other one with at least 100 ships in it turns into a hunter killer. The 1000 ship ones turn into several hunter killers. Then I got hit with a 15,000 ship CPA from the changes there and my spire fleet died again. I think that they need a little bit of a tone down, or the Spire fleet needs a bit of a boost. Last update I could clear a system just fine with the whole spire fleet, now I need to send it in about 3-4 waves to remove a buildup of only 6,000 or so ships. Meaning a lot of wall time as I wait for those ships to rebuild, and rebuilding a whole Spire fleet is not short at all.

I think I can still get though the systems, but wall time just tripled at the very least with the update at a point were the Spire fleet should not be having issues moving forwards (at least in my mind.)

EDIT:

CPA wandered in. 15,000 ships turned into 26 Hunter killers MV 4 under 300 Spire Shield Barriers. Bye bye humans as the AI just rolled over me completely. That force can't be stopped without a Armor inhibitor, a fully ready Spire Fleet and just about every human ship ready to fight back. I don't know if I could break that somehow. This adjustment to Carrier certainly just changed the balance of the Fallen Spire a lot.
« Last Edit: August 27, 2012, 06:40:59 pm by Eternaly_Lost »

Offline Lancefighter

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #117 on: August 27, 2012, 06:57:27 pm »
Spent some time playing. I think I set the AI a bit too tame; only 7/7 with random plots and stuff. no wave warnings means counterattack waves are properly hard (there was a bug I deliberately didn't report, where it would still show a red border around planets on the minimap).

Otherwise, I randomed against a Peacemaker ai, my absolute least favorite. I also managed to get enemy cutlasses, autocannon minipods, and a Peacemaker ai. Did I mention I hate those?

Probably going to end up restarting, likely because of the peacemaker. Otherwise probably because I hate cutlasses. And maybe because I really want to get a multiplayer game in with some minio.. er.. Hero players. Definitely not minions

Additionally, there might be a minor issue with the rebuilder logic - They try to rebuild a energy station thing before the command center sometimes. This seems to be impossible, causing a hang.
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Offline Toranth

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #118 on: August 27, 2012, 07:15:26 pm »
CPA wandered in. 15,000 ships turned into 26 Hunter killers MV 4 under 300 Spire Shield Barriers. Bye bye humans as the AI just rolled over me completely. That force can't be stopped without a Armor inhibitor, a fully ready Spire Fleet and just about every human ship ready to fight back. I don't know if I could break that somehow. This adjustment to Carrier certainly just changed the balance of the Fallen Spire a lot.
Yeah...  That pretty much kills the Fallen Spire or multi-homeworld games.


Quote
Popping a carrier such that it has to "combine" ships due to high AI population on the planet already will now produce somewhat more... enthusiastic results on higher difficulties.
Now my Warp counter attack waves has 11 Hunter killers Mk2 in them...
How many carriers was it?  Just as a little bit of math time, 11 Mk II H/Ks is about 16,000 Mk V fighters worth of firepower and 'merely' 2700 Mk V fighters worth of HP (Plus immunities to Gravity, tractors, etc).


I decided to take a look at what it would do to a game I just finished:
At about 5 hours into the game, 1 world (my HW), with AIP=100, a near max-time wave of about 2300 Mk I missile frigates turned into about 75 guardians+starships (mostly high-mark) and a golem.  In the game I just finished, I would have defended the wave with no serious problems.  In this game, I got smashed.

I've attached the relevant chunk of the Wave and Event logs, but here's something I notice right away.
2300 missile frigates.  According to the Event point values that's about 18,000 points.  The Event pick used 52,000 points to generate the attack, however.  That's 3 times as many points!
Heaven forbid what would happen if the AI had chosen to send Laser Gatlings or Neinzul at me, instead.

What I did was factor in the usual multipliers applied to exos (mainly based on AI difficulty and the number of human homeworlds).  That might turn out to be a little much ;)
Could this be resulting in applying the multipliers more than once?  Initial wave generation, then again when deploying from the carrier?

Offline chemical_art

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Re: AI War Beta 5.070-5.071 "The Once And Fortress King" Released!
« Reply #119 on: August 27, 2012, 08:30:55 pm »
non V's nenzul commandos have inf engine health, while V's have 100.
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