Author Topic: AI War Beta 6.006 "The Pain Train" Released!  (Read 14975 times)

Offline TechSY730

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #15 on: November 13, 2012, 10:55:20 pm »
Some other things I have notice from this game session and have saves lying around for (I will post mantis issues for these tomorrow)
EDIT: Posted, except for the bouncing one, as I can't remember what the issue was. I think it had to do with wormhole entering, but I am not sure

-Infiltrators (and presumably other FF immune things) under AI control tend to target the shield module of a ship rather than the "juicy center" that they can just skip straight to (the save in question has infiltrators attacking the champ FF modules) (http://www.arcengames.com/mantisbt/view.php?id=9909)
-At least with warp jammer command stations, command station remains can still be rebuilt during the "cannot rebuild" countdown. It still doesn't progress beyond 50% properly, but I thought a fix was put in to stop the rebuilding in the first place to remove a way to easily stall the AI. (http://www.arcengames.com/mantisbt/view.php?id=9910)
-Something about bouncing back and forth. Don't remember the specifics, but the save name does point out a planet
-A case where the firepower filter for mobile enemy ships was completely wrong. (http://www.arcengames.com/mantisbt/view.php?id=9911)
« Last Edit: November 14, 2012, 11:42:47 am by TechSY730 »

Offline ZaneWolfe

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #16 on: November 14, 2012, 12:35:54 am »
What level does the train counter need to be at to allow the EMP trains to spawn. And just for clarification, as long as its not set to 10/10 I WILL NOT see Nuke Trains correct? Sorry but that little bit of "fun" is something I DO NOT WANT to see. I never use nukes, EVER. I don't want the AI to get them either. Hell I wont even play against scorched earth AI just because of that.

PS- Exactly how does the Nuclear command bit work? Just kills the ships or destroys the resources and prevents supply as well?

Offline LaughingThesaurus

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #17 on: November 14, 2012, 12:40:55 am »
I think nuclear command just kills everything, whereas Scorched Earth acts as a full on nuke and blows up the planet.

Offline ZaneWolfe

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #18 on: November 14, 2012, 02:59:38 am »
Ah, will it kill nuke immune things as well?

Offline zoutzakje

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #19 on: November 14, 2012, 03:50:48 am »
schorched earth destroys the resources and supply whenever you kill one of his command stations, but your ships will live. Nuclear command does the exact opposite. Neither of them will cause an increase in AIP. So Nuke trains are actually a lot worse than these 2 options I think.

Offline Fluffiest

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #20 on: November 14, 2012, 04:57:05 am »
Can nuke trains be killed off without them blowing up a planet, or is it just that every time one of these spawns, a planet is going to be destroyed?

Offline zoutzakje

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #21 on: November 14, 2012, 05:36:50 am »
I haven't tried it myself yet as I don't have any room for more new games, but I have been told that nuke trains can indeed be killed without blowing up.

Offline LaughingThesaurus

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #22 on: November 14, 2012, 08:23:58 am »
Ah, will it kill nuke immune things as well?
This is actually one that I'm really genuinely unsure about. It probably doesn't destroy nuke-immune things, because they are still nukes. They just don't do all of the things that nukes do. I'd have to give it a test.

Offline Draco18s

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #23 on: November 14, 2012, 08:55:52 am »
Can nuke trains be killed off without them blowing up a planet, or is it just that every time one of these spawns, a planet is going to be destroyed?

Try reading the patch notes?

Quote
Nuclear

    *Kinda like an EMP guardian, but only triggers on non-destroyed planets with a human command station present. Oh, and it's a nuke instead of an EMP. Destroys itself when it goes off. This is one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box.

Offline relmz32

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #24 on: November 14, 2012, 09:03:50 am »

EMP Train: EMP Guardian's effect on entering the system. <3
Quote
EMP
Basically an EMP-guardian in train form. This is another one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box.

:0

That was a joke, Keith! O_o
A programmer had a problem. She thought to herself, "I know, I'll solve it with threads!". has Now problems. two she.

Offline keith.lamothe

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #25 on: November 14, 2012, 10:37:06 am »
What level does the train counter need to be at to allow the EMP trains to spawn. And just for clarification, as long as its not set to 10/10 I WILL NOT see Nuke Trains correct?
Correct, the nuke train is only in the intensity-10 list.

For reference, here's the lists for picking a non-cargo train (each spawn has a 30% chance of being a cargo train, and a 70% of picking from the corresponding list below) :

Code: [Select]
I:
ArmorBooster (SlightlyUncommon)
AttackBoosterI (SlightlyUncommon)
RepairI (SlightlyUncommon)
BoosterTrain (Uncommon)
RegeneratorTrain (Uncommon)

II:
ArmorBooster (SlightlyUncommon)
AttackBoosterI (SlightlyUncommon)
RepairI (SlightlyUncommon)
ShieldI (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorI (SlightlyUncommon)
BoosterTrain (Uncommon)
RegeneratorTrain (Uncommon)

III:
AntiTachyon (SlightlyUncommon)
ArmorBooster (SlightlyUncommon)
AttackBoosterI (SlightlyUncommon)
RepairI (SlightlyUncommon)
ShieldI (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorI (SlightlyUncommon)
BoosterTrain (Uncommon)
RegeneratorTrain (Uncommon)

IV:
AntiTachyon (SlightlyUncommon)
ArmorBooster (SlightlyUncommon)
AttackBoosterI (SlightlyUncommon)
Gravity (Uncommon)
RadarJammer (Rare)
RepairI (SlightlyUncommon)
ShieldI (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorI (SlightlyUncommon)
WidowI (Uncommon)
BoosterTrain (Uncommon)
RegeneratorTrain (Uncommon)

V:
AntiTachyon (SlightlyUncommon)
ArmorBooster (SlightlyUncommon)
AttackBoosterII (SlightlyUncommon)
Gravity (Uncommon)
RadarJammer (Rare)
RepairII (SlightlyUncommon)
ShieldII (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorII (SlightlyUncommon)
WidowII (Uncommon)
BoosterTrainII (Uncommon)
RegeneratorTrainII (Uncommon)

VI:
AntiGravity (VeryUncommon)
AntiTachyon (SlightlyUncommon)
AntiTractor (Uncommon)
ArmorBooster (SlightlyUncommon)
AttackBoosterII (SlightlyUncommon)
EMPI (VeryRare)
Gravity (Uncommon)
RadarJammer (Rare)
RepairII (SlightlyUncommon)
ShieldII (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorII (SlightlyUncommon)
WidowII (Uncommon)
BoosterTrainII (Uncommon)
RegeneratorTrainII (Uncommon)

VII:
AntiForcefield (Rare)
AntiGravity (VeryUncommon)
AntiSupply (VeryRare)
AntiTachyon (SlightlyUncommon)
AntiTractor (Uncommon)
ArmorBooster (SlightlyUncommon)
ArmorInhibitor (Rare)
AttackBoosterII (SlightlyUncommon)
EMPII (VeryRare)
Gravity (Uncommon)
RadarJammerII (Rare)
RepairII (SlightlyUncommon)
ShieldII (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorII (SlightlyUncommon)
WidowII (Uncommon)
BoosterTrainII (Uncommon)
RegeneratorTrainII (Uncommon)

VIII:
AntiForcefield (Rare)
AntiGravity (VeryUncommon)
AntiSupply (VeryRare)
AntiTachyon (SlightlyUncommon)
AntiTractor (Uncommon)
ArmorBooster (SlightlyUncommon)
ArmorInhibitor (Rare)
AttackBoosterIII (SlightlyUncommon)
EMPII (VeryRare)
Gravity (Uncommon)
RadarJammerII (Rare)
RepairIII (SlightlyUncommon)
ShieldIII (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorIII (SlightlyUncommon)
WidowIII (Uncommon)
BoosterTrainIII (Uncommon)
RegeneratorTrainIII (Uncommon)

IX:
AntiForcefield (Rare)
AntiGravity (VeryUncommon)
AntiSupply (VeryRare)
AntiTachyon (SlightlyUncommon)
AntiTractor (Uncommon)
ArmorBooster (SlightlyUncommon)
ArmorInhibitor (Rare)
AttackBoosterIII (SlightlyUncommon)
EMPIII (VeryRare)
Gravity (Uncommon)
RadarJammerII (Rare)
RepairIII (SlightlyUncommon)
ShieldIII (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorIII (SlightlyUncommon)
WidowIII (Uncommon)
BoosterTrainIII (Uncommon)
RegeneratorTrainIII (Uncommon)

X:
AntiForcefield (Rare)
AntiGravity (VeryUncommon)
AntiSupply (VeryRare)
AntiTachyon (SlightlyUncommon)
AntiTractor (Uncommon)
ArmorBooster (SlightlyUncommon)
ArmorInhibitor (Rare)
AttackBoosterIII (SlightlyUncommon)
EMPIII (VeryRare)
Gravity (Uncommon)
Nuclear (ExtremelyRare)
RadarJammerII (Rare)
RepairIII (SlightlyUncommon)
ShieldIII (SlightlyUncommon)
Tachyon (SlightlyUncommon)
TractorIII (SlightlyUncommon)
WidowIII (Uncommon)
BoosterTrainIII (Uncommon)
RegeneratorTrainIII (Uncommon)

So you can see that the EMPI train can be seeded on intensity 6, but below that there are no EMP trains.  The higher-mark ones have a longer emp-time.

That was a joke, Keith! O_o
One does not simply joke about EMP Trains (/boromir)

Joking about something can be very dangerous, here ;)

I think the EMP Trains are actually relatively tame compared to some of the other ones :)
« Last Edit: November 14, 2012, 11:33:25 am by keith.lamothe »
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Offline Draco18s

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #26 on: November 14, 2012, 10:43:40 am »
For reference, here's the lists for picking a non-cargo train (each spawn has a 30% chance of being a cargo train, and a 70% of picking from the corresponding list below) :

Code: [Select]
--code block--
           

That code barely makes any sense to me. o..O

Offline Ktoff

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #27 on: November 14, 2012, 10:47:48 am »
I'll get to play AI War again one of these days. In the meantime maybe can adapt this meme :

link

(mod edit: hid url behind link because the url itself violated the profanity policy)
« Last Edit: November 14, 2012, 10:57:07 am by keith.lamothe »

Offline Fluffiest

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #28 on: November 14, 2012, 10:56:41 am »
Can nuke trains be killed off without them blowing up a planet, or is it just that every time one of these spawns, a planet is going to be destroyed?

Try reading the patch notes?

Quote
Nuclear

    *Kinda like an EMP guardian, but only triggers on non-destroyed planets with a human command station present. Oh, and it's a nuke instead of an EMP. Destroys itself when it goes off. This is one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box.
I did read the patch notes, and that does not answer my question. The patch notes state that it is possible to kill nuke trains. It does not say whether this prevents them detonating or if they behave like Nuclear Warheads, which explode and glass the planet when you kill them.

Offline keith.lamothe

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Re: AI War Beta 6.006 "The Pain Train" Released!
« Reply #29 on: November 14, 2012, 10:57:59 am »
Sorry, I'd meant to mention that in the patch notes, but: nuke trains do not go nuclear if shot down.
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