Author Topic: AI War Beta 7.011-7.012 "Salvaged Resources" Released!  (Read 15662 times)

Offline Vinraith

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #30 on: March 15, 2014, 11:15:15 pm »
Can we please fix the bug that causes Advanced Construction hacking to cost both a hack from that pool AND a hack from the Fabricator pool? Because hacking both a Advance Factory and an Advanced Starship Constructor should only cost 250 Hacking Progress, not a MINIMUM of 300. And that is if I haven't hacked a single Fabricator or Turret Controller.

I, too, would love to see that fixed.

Also, possibly separate Turret Controller from Fabricators? Right now getting all 8 controllers hacked makes it pretty much impossible to hack a fabricator. Even in high AIP games. Combined with the previously mentioned bug, things get ridiculous fast.

I would humbly suggest that hacking all 8 turret control fabs probably shouldn't even be possible in a game with typical AIP, and it should certainly eat all the HaP you've got. That's an enormously powerful advantage.
« Last Edit: March 16, 2014, 12:44:24 pm by Vinraith »

Offline Histidine

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #31 on: March 16, 2014, 12:05:48 am »
Do command stations suspend eating salvage if your storage is full?

Offline keith.lamothe

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #32 on: March 16, 2014, 09:16:27 am »
Do command stations suspend eating salvage if your storage is full?
You stop getting more, but the salvage continues to disperse.  Basically that's like having a command station there with 0% salvage efficiency (or losing the station after the salvage is created).

Staying under your storage cap is still highly advisable.

May I suggest a Mercenary Space Dock and a cap of engies? :)  There's also the control-group CTRLS-screen thing you can turn on to have the merc dock only be active when you have over X metal.
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Offline CodeMichael

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #33 on: March 16, 2014, 12:18:51 pm »
There's also the control-group CTRLS-screen thing you can turn on to have the merc dock only be active when you have over X metal.

There seems to be a very tiny bug with that if you start with multiple homeworlds. The field is only let me put in numbers up to the cap I would have if I only had 1 homeworld (e.g. missing 4m for the 3 homeworld game I started).  I entered a mantis for it.

Offline keith.lamothe

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #34 on: March 16, 2014, 12:33:48 pm »
There's also the control-group CTRLS-screen thing you can turn on to have the merc dock only be active when you have over X metal.

There seems to be a very tiny bug with that if you start with multiple homeworlds. The field is only let me put in numbers up to the cap I would have if I only had 1 homeworld (e.g. missing 4m for the 3 homeworld game I started).  I entered a mantis for it.
Yea, as I wrote that I thought "hmm, maybe that won't go high enough now...".

Anyway, I put in a fix for that for 7.013, thanks for letting me know :)
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Offline PokerChen

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #35 on: March 16, 2014, 02:03:12 pm »
Um, what happens to the salvage if you lose a mercenary fleet on an AI planet?

I've usually assumed that that the extra cost to build them goes to the mercenary group that you hire it from and not to the ship itself, and certainly wouldn't expect the response to, in proportion to their surface metal cost... :P

Edge scenario sure, but losing a cap of mercenary beam frigates and your merc enclave might be a little... painful?

Offline Mánagarmr

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #36 on: March 16, 2014, 02:52:51 pm »
This patch made me play AI War again. Just saying. I haven't played in almost a year, and now I'm just diving into it.
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Offline Draco18s

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #37 on: March 16, 2014, 07:06:52 pm »
This patch made me play AI War again. Just saying. I haven't played in almost a year, and now I'm just diving into it.

This patch really makes me want to.  I have other things I want to do as well.

One of them is digital wizardry.  Which is oh so much fun.

That idea sprouted from a thread I was active in.  I don't recall if it was my idea, or if I had recycled it from somewhere else.  Probably mine, as it was an idea I had implemented here about two years ago.
Your idea certainly played a part in inspiring the salvage stuff, yep :)

I'm just painting a target on my chest, that's all. ;)

Offline Chthon

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #38 on: March 16, 2014, 07:52:56 pm »
Um, what happens to the salvage if you lose a mercenary fleet on an AI planet?

I've usually assumed that that the extra cost to build them goes to the mercenary group that you hire it from and not to the ship itself, and certainly wouldn't expect the response to, in proportion to their surface metal cost... :P

Edge scenario sure, but losing a cap of mercenary beam frigates and your merc enclave might be a little... painful?
Already a friend I'm playing with is causing waves of 500-1200 AI ships when normal AIP causes waves of 20ish.  I swear, he wants us to lose.

Offline Vinraith

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #39 on: March 16, 2014, 07:57:06 pm »
I'd been a little worried that endgame balance had become a bit to easy with the AIP drop in the home command stations, but being as its nearly impossible (for me, anyway) to assault a homeworld without losing a fleet or three this should fix that...

Offline keith.lamothe

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #40 on: March 16, 2014, 08:09:39 pm »
Um, what happens to the salvage if you lose a mercenary fleet on an AI planet?
**** happens.

More seriously, losing an entire merc fleet in AI territory would probably have very nasty results.

And I don't see a big problem with that.  Losing a force that powerful should have consequences.

That said, if it's just too awful we can adjust it to have the merc ships give a lower percent than usual of salvage (for instance, if you somehow lose a mark V ion cannon in such a way as the AI can salvage it, it doesn't spawn an arithmetic_overflow reprisal wave; it actually uses a much lower percent of the metal value).
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Offline chemical_art

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #41 on: March 16, 2014, 08:30:12 pm »
Hmm, suddenly the enemy slugging golems at me due to exotic waves doesn't sound so bad...i just need to make sure i don't lose any.
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Offline Draco18s

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #42 on: March 16, 2014, 10:04:51 pm »
...can the AI get golems with salvage?

If they can...

Mother of God. ( •_•)>??-?

Offline keith.lamothe

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #43 on: March 16, 2014, 10:09:18 pm »
Hmm, suddenly the enemy slugging golems at me due to exotic waves doesn't sound so bad
AI golem pulls in through the wormhole, and immediately a thousand teleport raiderspitcrew zip in and take off the tires.
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Offline keith.lamothe

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Re: AI War Beta 7.011-7.012 "Salvaged Resources" Released!
« Reply #44 on: March 16, 2014, 10:10:20 pm »
...can the AI get golems with salvage?
Nah, it's just normal wave rules.

But if you start losing golems (plural) in AI territory expect some very. large. waves.
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