Author Topic: AI War Beta 5.077-5.079 "Cap Tectonics" Released!  (Read 25933 times)

Offline KDR_11k

  • Hero Member Mark II
  • *****
  • Posts: 904
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #105 on: September 11, 2012, 02:02:39 am »
Well, I am planning on setting the AI types to the two new ones, the Fortress King and the Heroic one that gets the champion.

And then taking the Zenith Siege Engine just because I can.

Siege engine should make the fortresses significantly easier.

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #106 on: September 11, 2012, 02:41:09 pm »
Well, I am planning on setting the AI types to the two new ones, the Fortress King and the Heroic one that gets the champion.

And then taking the Zenith Siege Engine just because I can.

Siege engine should make the fortresses significantly easier.

Zenith's siege engines are made to counter fortresses it seems for offense. They can counter mobile units if they stray into range while deployed on defense, but for offense I can only seem to get them work on forts.

Given that the fortress king counters everything well, the siege engine is the best hope for smashing them. Just be sure to send the rest of the blob ahead of them so they don't absorb the turrets too much as they deploy.
Life is short. Have fun.

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #107 on: September 11, 2012, 02:54:42 pm »
Well, I am planning on setting the AI types to the two new ones, the Fortress King and the Heroic one that gets the champion.

And then taking the Zenith Siege Engine just because I can.

Siege engine should make the fortresses significantly easier.

Zenith's siege engines are made to counter fortresses it seems for offense. They can counter mobile units if they stray into range while deployed on defense, but for offense I can only seem to get them work on forts.

Given that the fortress king counters everything well, the siege engine is the best hope for smashing them. Just be sure to send the rest of the blob ahead of them so they don't absorb the turrets too much as they deploy.
How do the Siege Engines even work?? I tried them few days ago and they never shot a single shot. Is it because of auto kiting? If I've understood correctly they have 15 second deploy time. THEN they start shooting. But with auto kiting they're moving all the time so they can't deploy. Bugged or am I missing something?
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #108 on: September 11, 2012, 03:00:12 pm »
Kahuna, they need to stay still for 15 seconds, then fire. It's basically reversed of every other kind of attack, where they can attack and then have to wait x amount of time before firing again. The "deployment" to my knowledge is not some kind of visible, enforced thing. They just require to be still for that amount of time to shoot.
I imagine auto-kiting would mess with that.

Offline Diazo

  • Master Member Mark II
  • *****
  • Posts: 1,717
  • I love/hate Diff 10
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #109 on: September 11, 2012, 03:00:55 pm »
Well, I am planning on setting the AI types to the two new ones, the Fortress King and the Heroic one that gets the champion.

And then taking the Zenith Siege Engine just because I can.

Siege engine should make the fortresses significantly easier.

Zenith's siege engines are made to counter fortresses it seems for offense. They can counter mobile units if they stray into range while deployed on defense, but for offense I can only seem to get them work on forts.

Given that the fortress king counters everything well, the siege engine is the best hope for smashing them. Just be sure to send the rest of the blob ahead of them so they don't absorb the turrets too much as they deploy.
How do the Siege Engines even work?? I tried them few days ago and they never shot a single shot. Is it because of auto kiting? If I've understood correctly they have 15 second deploy time. THEN they start shooting. But with auto kiting they're moving all the time so they can't deploy. Bugged or am I missing something?

Working as intended for me.

Siege Engine reload is 15 seconds so they must be stationary for 15 seconds before firing. So auto-kiting would mess them up, yes.

I'm almost got it worked out for cloaking purposes but it is tricky to manage.

D.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #110 on: September 11, 2012, 03:03:32 pm »
I need to make siege engines never auto-kite, basically.
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #111 on: September 11, 2012, 05:02:53 pm »
I need to make siege engines never auto-kite, basically.

While you are at it, could you add the "never auto-kite" property to the modular fortresses too? http://www.arcengames.com/mantisbt/view.php?id=9526


Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #112 on: September 12, 2012, 05:19:54 am »
I need to make siege engines never auto-kite, basically.

While you are at it, could you add the "never auto-kite" property to the modular fortresses too? http://www.arcengames.com/mantisbt/view.php?id=9526
Yes please..
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #113 on: September 12, 2012, 02:10:10 pm »
YES! Core Fabricators are no longer "semi useless"! I just captured a Core Paralyzer Fabricator and it's awesome!
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #114 on: September 12, 2012, 02:15:46 pm »
YES! Core Fabricators are no longer "semi useless"! I just captured a Core Paralyzer Fabricator and it's awesome!
Interesting, it would appear I did something right.  Will need to correct this.
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 Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #115 on: September 12, 2012, 06:17:57 pm »
I really like the new caps (not suprisingly). Now that 7/10 of normally accessible fleetship power lies in the III-IV range, I find myself considering unlocking these more often, defending my advanced factory, and even considering the Neinzul Enclave IV. Briefly.
If warheads can't solve it, use more warheads.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #116 on: September 12, 2012, 06:49:04 pm »
and even considering the Neinzul Enclave IV. Briefly.
Some things cannot be achieved ;)
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 Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #117 on: September 12, 2012, 06:53:05 pm »
Could you let it have mkV drones? That might do it. Or lower its cost iff you have an advanced factory, by 6000 or so (so it is still a significant k investment, just not as bad).
If warheads can't solve it, use more warheads.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #118 on: September 12, 2012, 07:39:15 pm »
Could you let it have mkV drones? That might do it. Or lower its cost iff you have an advanced factory, by 6000 or so (so it is still a significant k investment, just not as bad).

I still am a fan of splitting it into Mk. IV and Mk. V variants. Have Mk. IV only able to produce Mk. IV ships if there is at least one other Mk. IV factory, Mk. IV factory foldout, or Mk. V enclave under that player's control, and Mk. V being like the current Mk. IV. Then give Mk. IV a more reasonable knowledge cost, and give the Mk. V the old knowledge cost of the Mk. IV (minus the new cost of the Mk. IV).

Note, Mk. V will NOT be able to produce Mk. V ships under this model, just be able to produce Mk. IV ships even if the player doesn't have an advanced factory.

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 5.077-5.079 "Cap Tectonics" Released!
« Reply #119 on: September 12, 2012, 07:41:02 pm »
First I heard about this idea. I approve. Mantis?

Also, does it get mkV drones?
If warheads can't solve it, use more warheads.