Author Topic: AI War Beta 7.032-7.033 "Peaceful Interlude" Released!  (Read 9016 times)

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #30 on: May 30, 2014, 08:36:33 am »
There's a bunch of threads I haven't read, but has anyone thought about how the turret changes will impact defender mode?  I guess it's now a lot easier if you're defending multiple ingress points.

It's never come up, far as I know. But I'd imagine it would help if you have the energy to build them all. Turrets can get very energy intensive now.

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #31 on: May 30, 2014, 09:05:10 am »
Playing with alt champion progress for the first time. I'm on a 100 planet map with FS on, so the capturables are fairly spread out and I'm going to take a lot of planets.

What I'm finding is that I'm gaining XP so fast that I don't have anything to spend points on. I'm something like level 14 and still in a frigate. It feels pretty weird. In a very low AIP game, it would probably work better.

Offline Aklyon

  • Core Member
  • *****
  • Posts: 2,089
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #32 on: May 30, 2014, 09:31:34 am »
What level of alt-progress? Max intensity can be intensly silly to the point of levels being irrelevant, only being limited to whats unlocked so far and champ module levels.

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #33 on: May 30, 2014, 09:32:15 am »
5, which it said was the lowest required to get everything.

Offline Fleet Unity

  • Full Member Mark III
  • ***
  • Posts: 232
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #34 on: May 30, 2014, 09:33:10 am »
I just wanted to re post this so it was not lost in the shuffle.

All Broken Golems instantly come online and repair themselves the second you capture a planet so it costs no metal to repair them! Although helpful I am sure this is not intended!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #35 on: May 30, 2014, 09:33:52 am »
I just wanted to re post this so it was not lost in the shuffle.

All Broken Golems instantly come online and repair themselves the second you capture a planet so it costs no metal to repair them! Although helpful I am sure this is not intended!
I did see it and can guess what happened; will fix soon :)
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 Fleet Unity

  • Full Member Mark III
  • ***
  • Posts: 232
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #36 on: May 30, 2014, 09:34:38 am »
I just wanted to re post this so it was not lost in the shuffle.

All Broken Golems instantly come online and repair themselves the second you capture a planet so it costs no metal to repair them! Although helpful I am sure this is not intended!
I did see it and can guess what happened; will fix soon :)

Ok I just wanted to make sure.

Offline Peter Ebbesen

  • Full Member Mark II
  • ***
  • Posts: 164
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #37 on: May 30, 2014, 10:41:44 am »
I like minefields now.  >D

To clarify, I've always liked player minefields because every bit helps on the defense, but hostile minefields have been pretty much irrelevant.

Until now.

With both hostile and friendly minefields NOT having had their damage divided by a hundred, I'm seriously considering using Cleanup drones for the first time, sending in a wave of minesweepers before the main force.

Yes, I'm sure it is an unintentional oversight, but I like mines where they are right now.
Ride the Lightning - a newbie Fallen Spire AAR - the AAR of my second serious AI War game. Now completed.

Offline Fleet Unity

  • Full Member Mark III
  • ***
  • Posts: 232
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #38 on: May 30, 2014, 10:45:19 am »
Also it looks like the Regenerator Golem does not regenerate ships anymore not sure if this effects the neinzul scapegoat or not. I was on an enemy planet and no ships would re spawn I also cheated a new one in just to be sure and it did not regenerate ships either. The ships were MKIV not sure if this makes a difference but it does not seem to regenerate star ships either.

Edit: I also tried this in a new game and cheated one in. it did not re spawn ships either and they were all mkI.
Edit2: Just tested the neinzul scapegoat it is unaffected it still saves ships.
« Last Edit: May 30, 2014, 10:57:39 am by Fleet Unity »

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 7.032-7.033 "Peaceful Interlude" Released!
« Reply #39 on: May 30, 2014, 11:08:12 am »
Update: 7.033 is out to scale some stats that I forgot wouldn't be automatically scaled with health and attack, etc (thus ending the Night When The Mines And Attritioners Rose In Terrible Wrath).  Also fixed some bugs related to sniper/spider turret unlocks.
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 Peter Ebbesen

  • Full Member Mark II
  • ***
  • Posts: 164
Re: AI War Beta 7.032-7.033 "Peaceful Interlude" Released!
« Reply #40 on: May 30, 2014, 11:11:16 am »
Dammit Keith, you just made Cleanup drones obsolete again.  :P
Ride the Lightning - a newbie Fallen Spire AAR - the AAR of my second serious AI War game. Now completed.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 7.032-7.033 "Peaceful Interlude" Released!
« Reply #41 on: May 30, 2014, 11:12:09 am »
Dammit Keith, you just made Cleanup drones obsolete again.  :P
Can't have them getting uppity!
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 Fleet Unity

  • Full Member Mark III
  • ***
  • Posts: 232
Re: AI War Beta 7.032-7.033 "Peaceful Interlude" Released!
« Reply #42 on: May 30, 2014, 11:14:09 am »
Dammit Keith, you just made Cleanup drones obsolete again.  :P

Not if you are playing with a mine enthusiast AI those mine remains around a wormhole can be a lot they are very useful with that AI type.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: AI War Beta 7.032-7.033 "Peaceful Interlude" Released!
« Reply #43 on: May 30, 2014, 11:46:42 am »
Seeing as I don't throw anything that's subject to mines through wormholes anymore...

(I throw a blob of starships first these days; the drones they spawn clear mines really well)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 7.032 "Peaceful Interlude" Released!
« Reply #44 on: May 30, 2014, 01:43:19 pm »
Playing with alt champion progress for the first time. I'm on a 100 planet map with FS on, so the capturables are fairly spread out and I'm going to take a lot of planets.

What I'm finding is that I'm gaining XP so fast that I don't have anything to spend points on. I'm something like level 14 and still in a frigate. It feels pretty weird. In a very low AIP game, it would probably work better.
Yea, I had a somewhat similar experience in a test a few weeks ago so I had it eventually give you some unlocks (including hull size) when you levelled up, so you wouldn't be stuck at FF half the game if the RNG just decided to put all the big capturables far away from you.

But when I did that, it occurred to me: wouldn't it just be simpler, more intuitive, and way less fiddly if all unlocks (for alt-progress, of course) came that way, rather than by capturing/hacking stuff?  It could also be made more granular than the current "unlock sets" where you get a module, a hull type or size (or extra module if there are no more of those to give at the time), and a mod-fort-type and/or splinter-faction-ally all in one chunk.

So something like:

Level 2 - first new module type
Level 4 - first new hull type (zenith/neinzul/spire)
Level 6 - second new module type
Level 8 - first splinter-faction-ally (if on an intensity high enough to get them all)
Level 10 - destroyer size
Level 12 - third new module type
Level 14 - first new mod-fort-type (zenith/neinzul/spire)
Level 16 - second splinter-faction-ally
Level 18 - fourth new module type
Level 20 - second new hull type (zenith/neinzul/spire)
Level 22 - fifth new module type
Level 24 - third splinter-faction-ally
Level 26 - sixth new module type
Level 28 - second new mod-fort-type (zenith/neinzul/spire)
Level 30 - cruiser size

and so on.  I'd probably shuffle a lot of that stuff around and possibly not have a new thing every other level all the way through, but you get the idea.

Anyway, that would make alt-progress more fully "you will gain the champ-related power as you play normally".  Which may or may not be a good thing, dunno.  I think it would have been more enjoyable in my case.

Thoughts?
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!