Author Topic: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!  (Read 14276 times)

Offline Draco18s

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #60 on: April 29, 2014, 09:25:12 pm »
Yeah,  the increased rerpair costs kind of hurt.

Offline Arc-3N-4B

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #61 on: April 29, 2014, 09:30:51 pm »
I think Exo-waves should put a chunk of their ships into spirecraft jumpships.

Thoughts?

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EDIT: More seriously, is it just me, or does the AI not build barracks at all? Every time, it's carriers.
« Last Edit: April 29, 2014, 09:32:40 pm by Arc-3N-4B »
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Offline keith.lamothe

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #62 on: April 29, 2014, 09:37:03 pm »
On the golem repair costs I can just give them a 0.5x repair cost multiplier.  Or 0.6x, or whatever.  The Regen golem already had a 0.1x repair cost multiplier or something like that. 

Anyway, I wasn't trying to make them massively more expensive to run, just more expensive to initially activate and somewhat more expensive to repair (which is now less needed due to not having attrition).
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Offline Draco18s

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #63 on: April 29, 2014, 10:00:51 pm »
Increased activation is fine.  Just drop a modifier on them.

Offline chemical_art

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #64 on: April 29, 2014, 10:07:43 pm »
Increased activation is fine.  Just drop a modifier on them.

Ditto. Double activation cost with a modify to reduce repairs sounds great to me. :)
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Offline Kahuna

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #65 on: April 30, 2014, 02:48:54 am »
[...] modular forts could [...] just be unlocked with knowledge like the human one [...]
That's how it should have been in the first place. Hiding content behind tedious and uninteresting nebula missions and champions is... very unfortunate?
Sure spire fleet is "hidden" behind the Fallen Spire campaign but that's understandable.
« Last Edit: April 30, 2014, 02:53:37 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline TechSY730

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #66 on: April 30, 2014, 02:59:38 am »
Though dropping all golem repair costs to regen golem levels would be kind overboard, I could see the rate coming down a bit so that they are only a "little" more expensive to repair compared to pretty noticeably more expensive like it is now.

Offline Lancefighter

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #67 on: April 30, 2014, 04:14:15 am »
Maybe with the alt things its time to consider a more knowledge-like unlocking of champion things? (as in, all options are available, for levels or whatever, and you can design your own ship instead of the random stuff?)
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Offline Kahuna

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #68 on: April 30, 2014, 06:19:47 am »
Maybe with the alt things its time to consider a more knowledge-like unlocking of champion things? (as in, all options are available, for levels or whatever, and you can design your own ship instead of the random stuff?)
That would certainly make Champions much more interesting. It would also open up new strategies since you could decide yourself what would be unlocked.
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!
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Offline Histidine

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #69 on: April 30, 2014, 06:49:57 am »
I still think Champions would be nice with more abilities, like how WC3 heroes are designed. TLF is pretty good at those.

Offline Kahuna

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #70 on: April 30, 2014, 07:11:28 am »
Please make Mod Forts unlockable with knowledge in all game modes. Not just "alt mode". I really don't care if they're are unlockable with knowledge only in the "alt mode" because I will never play the normal mode. For me they don't exist at the moment.

Am I the only one who would like to be able to unlock Mod Forts with knowledge?
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 Fleet Unity

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #71 on: April 30, 2014, 07:28:24 am »
Please make Mod Forts unlockable with knowledge in all game modes. Not just "alt mode". I really don't care if they're are unlockable with knowledge only in the "alt mode" because I will never play the normal mode. For me they don't exist at the moment.

Am I the only one who would like to be able to unlock Mod Forts with knowledge?

This would be a good idea for players that do not use the champion ships, if they were not in play maybe the modular forts could cost knowledge if you did not use shadow ships at all, this would allow people who do not want to use them, to be able to unlock all modular forts for a price and those who do use the shadow ships would get them as a reward for doing the nebula missions or if you are using the alt champ mode maybe have them unlock-able after you capture the third, forth, and fifth advanced research station you would get one each. I know I enjoy the nebula missions and will always use them but not all players do and it would be nice if there were other ways for them to get them as well. :)   

Offline keith.lamothe

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #72 on: April 30, 2014, 07:53:54 am »
Being able to use all 4 Mod Forts in a non-superweapon game would potentially be problematic to balance.  It wouldn't be far off from being able to build "just 1 Spire City" (just its defenses, I mean) in an otherwise purely-normal game.  The impact on what you could do at a chokepoint would be pretty high.

As for being able to choose the champion module unlocks yourself, I suppose it's a possibility but it would probably just make most of the module types not exist to most folks as they would pick their favorites and only unlock those (with minor variations for situations).  Like if folks could unlock any bonus ship type with K at any time.

That said, leaving the random unlocks in and letting you also unlock any module line for some fairly exorbitant unlock-point cost (maybe 10) would probably be ok.  That way you presumably wouldn't just unlock your favorites every time but you would be able to unlock 1 or 2 that are key to your situation but the RNG just won't cough up.
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Offline Draco18s

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #73 on: April 30, 2014, 07:54:53 am »
Am I the only one who would like to be able to unlock Mod Forts with knowledge?

That's odd.

Because a friend of mine totally did.  I'll dig up a screenshot later.

Offline Fleet Unity

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Re: AI War Beta 7.021 "Champion Alter-Ego" Released!
« Reply #74 on: April 30, 2014, 07:59:39 am »
Being able to use all 4 Mod Forts in a non-superweapon game would potentially be problematic to balance.  It wouldn't be far off from being able to build "just 1 Spire City" (just its defenses, I mean) in an otherwise purely-normal game.  The impact on what you could do at a chokepoint would be pretty high.

As for being able to choose the champion module unlocks yourself, I suppose it's a possibility but it would probably just make most of the module types not exist to most folks as they would pick their favorites and only unlock those (with minor variations for situations).  Like if folks could unlock any bonus ship type with K at any time.

That said, leaving the random unlocks in and letting you also unlock any module line for some fairly exorbitant unlock-point cost (maybe 10) would probably be ok.  That way you presumably wouldn't just unlock your favorites every time but you would be able to unlock 1 or 2 that are key to your situation but the RNG just won't cough up.

Good point I forgot that this is why I usually use the modular fortress for to keep the AI Shadow Ships at bay that they send for having the shadow ships, I always use the champions myself and that's what I mainly use the forts for, Edit: I read your post more closely and I think that this is a good idea then you could get some of the modules that the nebula missions may have not given you, like if it was one you really wanted.
« Last Edit: April 30, 2014, 09:13:10 am by Fleet Unity »