Author Topic: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!  (Read 26248 times)

Offline TechSY730

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #75 on: November 03, 2012, 12:54:03 am »
Theyre supposed to trigger almost exactly as other eyes - only active when there are 2:1 player to ai ships in the system, but releasing a raid engine wave.

Instead, they act exactly like raid engines, with the spawning constraints of eyes.

Yea, that could break some unfortunate map seeds.  :o

Offline doctorfrog

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #76 on: November 03, 2012, 01:53:49 am »
Teenybump. Just seeing if it's worth my while creating a Mantis for: creating separate visuals for mutually hostile factions in the planetary summary.

Sorry if this is already discussed, I just wanted to drop in real quick and ask:

Did Marauder units always blend in with the rest of the planetary summary? They're red, the AI is red. "Got some red on red fire out here, sir." "Really?" "Oh wait, no, they're different factions."

I seem to remember them sorting last in the planetary summary, if not having a different background to further distinguish them.

Offline Kahuna

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #77 on: November 03, 2012, 04:02:55 am »
Btw Mini-Forts need a buff. They cost 1000 Knowledge and only do 80000 dps. They're worth unlocking if I have 16 planets (1 cap/planet).
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 KDR_11k

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #78 on: November 03, 2012, 08:28:54 am »
What's the average cap DPS per knowledge for turrets?

Offline keith.lamothe

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #79 on: November 03, 2012, 09:38:11 am »
What's the average cap DPS per knowledge for turrets?
I don't know the per-knowledge off the top of my head, but the "balance target" cap-DPS of a mkI combat-oriented turret will generally be about 3x the cap-DPS of a mkI triangle ship.
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Offline TechSY730

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #80 on: November 03, 2012, 03:02:23 pm »
I don't have raid eyes in my current game (it was seeded before they were introduced) so I can't confirm the raid eye behaviour. Can someone else look into it? It would be nice to see if it consistent or not.

Offline keith.lamothe

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #81 on: November 03, 2012, 03:13:00 pm »
I don't have raid eyes in my current game (it was seeded before they were introduced) so I can't confirm the raid eye behaviour. Can someone else look into it? It would be nice to see if it consistent or not.
I think I know what it is and it's on my to-fix list.
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Offline Kahuna

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #82 on: November 03, 2012, 03:47:02 pm »
Ship Design hacking is bugged. Hacking is complete but I can't unlock any ships.
NVM herp a derp

Ps. the new Superfortresses are indestructible. 20 million dps is insane. If AI has one there's no way to destroy it. Not saying they should be nerfed though. It just really surprised me :o I don't know if even bombers could destroy it. Damn Traders! Come back to my home planet.. I wanna to start building this beast already!
« Last Edit: November 03, 2012, 04:05:04 pm by Kahuna »
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 Faulty Logic

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #83 on: November 03, 2012, 03:59:53 pm »
Kahuna: did you get a science ship (one that actually gathers k) there? If you can't select a ship from the ARS tab in that case, could you post a save?
If warheads can't solve it, use more warheads.

Offline Kahuna

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #84 on: November 03, 2012, 04:03:08 pm »
Kahuna: did you get a science ship (one that actually gathers k) there? If you can't select a ship from the ARS tab in that case, could you post a save?
Pfff I forgot I have to CAPTURE the planet after hacking (which kinda doesn't make sense but ok) -____________-
I've not hacked anything for a long time :o
Thanks^^
« Last Edit: November 03, 2012, 04:11:20 pm by Kahuna »
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

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #85 on: November 03, 2012, 04:27:49 pm »
If AI has one there's no way to destroy it.
I'm sure you resourceful chaps will figure something out ;)

Fire Limburger Cannons!
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 KDR_11k

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #86 on: November 03, 2012, 06:15:52 pm »
Ready the Foodship Nine! Equip it with the experimental MkV Gorgonzola!

Offline Kahuna

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #87 on: November 04, 2012, 01:49:46 am »
If AI has one there's no way to destroy it.
I'm sure you resourceful chaps will figure something out ;)

Fire Limburger Cannons!
I actually had already figured out something but didn't remember it while writing that^^
I could clear the planet with Raid Starships and build a beachhead. Some Sniper Turrets somewhere far away to keep the planet clear. Then I'd build a Mark I<HBCs, B and L Turrets to destroy the Super Fortress. Would be grindy and take long but would work. Would also work vs Fortress King.
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

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #88 on: November 04, 2012, 01:54:02 am »
Ready the Foodship Nine! Equip it with the experimental MkV Gorgonzola!
I want a MarkV Mozarella Cannon Fabricator! >:(
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 contingencyplan

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Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« Reply #89 on: November 04, 2012, 05:07:33 am »

As a quick question, how difficult would fixing the 16-item limit shortcoming be? I'm talking about the situation where unlocking a ship via an ARS causes other ships to disappear if the total unlocked ships is > 16. For example, would it be possible to dynamically create a second button to catch the overflow? Or should the discussion be put in a separate thread?

Ready the Foodship Nine! Equip it with the experimental MkV Gorgonzola!
I want a MarkV Mozarella Cannon Fabricator! >:(


MkV Pepper Jack all the way! :)


And really looking forward to taking on a superfortress now - this sounds like a challenge!