Author Topic: AI War Beta 7.034-7.035 "When Cities Attack!" Released!  (Read 5845 times)

Offline TechSY730

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EMP Mines Broken
« Reply #15 on: June 07, 2014, 11:50:46 pm »
Um Keith. I think your EMP mine patch did the opposite; now they are not inflicting EMP on ANY unit.
« Last Edit: June 07, 2014, 11:52:43 pm by TechSY730 »

Offline keith.lamothe

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #16 on: June 08, 2014, 12:17:13 am »
The save name mentions mkV bombard, and I think a lot of mkV stuff is immune to paralysis.  Is this what you're seeing with any other unit?
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Offline TechSY730

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #17 on: June 08, 2014, 12:18:59 am »
The save name mentions mkV bombard, and I think a lot of mkV stuff is immune to paralysis.  Is this what you're seeing with any other unit?

Sorry, the planet was named [something] (Mk. V Zombard) as the planet has the Mk. V zombard fabricator.

The units in question were Mk. II carriers and Mk. II spire grav drains, neither of which have EMP immunity listed, and were EMPed by a EMP warhead just fine.
« Last Edit: June 08, 2014, 12:28:48 am by TechSY730 »

Offline Diazo

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #18 on: June 08, 2014, 12:19:42 pm »
IMO right now the Nemesis exo isn't that scary, on intensity 5 in a 7/7 game. Even before I had any FS toys and was just using standard mk II turrets and a Zenith mod fort, I was wiping the floor with it using a fairly standard defense setup in a chokepoint. Might want to hear from some others on it before you do anything.
Yea, I'll wait on more feedback but thanks for pointing it out.

It's tricky because on 7/7 it really shouldn't be all _that_ scary to a player who knows the game fairly well.  That said, a 10% or 20% buff may well be in order, and then see how it goes from there.

Keep in mind that was a Zenith Mod fort, those are scary things. I would expect on 7/7 that anything that gets called "early game" gets destroyed by it.

Have not played with the newest version of all these, but all the mod forts are scary powerful.

D.

Offline keith.lamothe

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Re: AI War Beta 7.034-7.035 "When Cities Attack!" Released!
« Reply #19 on: June 08, 2014, 12:30:20 pm »
Update: 7.035 is out to hotfix a null-exception bug in last version's attempt to fix thing with exo ships with cloaked targets camping the cloaked target.
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Offline Tridus

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #20 on: June 08, 2014, 12:44:20 pm »
Keep in mind that was a Zenith Mod fort, those are scary things. I would expect on 7/7 that anything that gets called "early game" gets destroyed by it.

Have not played with the newest version of all these, but all the mod forts are scary powerful.

D.

It is, but it's also pretty easy to get with alt champion progress on (which seems like when the Nemesis response is most likely to be used). I just found that what you get from alt champion progress 5 is disproportionate to what you get attacked by with a nemesis response 5. They are two distinct options so they don't have to be in sync, though.

Offline Peter Ebbesen

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #21 on: June 08, 2014, 02:24:39 pm »
Keep in mind that was a Zenith Mod fort, those are scary things. I would expect on 7/7 that anything that gets called "early game" gets destroyed by it.

Have not played with the newest version of all these, but all the mod forts are scary powerful.

D.
Yep, the mod forts are crazy powerful compared to the forts you can unlock with knowledge, assuming you've got access to the right modules.
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Offline Draco18s

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #22 on: June 08, 2014, 08:32:42 pm »
Yep, the mod forts are crazy powerful compared to the forts you can unlock with knowledge, assuming you've got access to the right modules.

See, this is what's weird--to me--about the above statement:


Offline Aklyon

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Re: AI War Beta 7.034-7.035 "When Cities Attack!" Released!
« Reply #23 on: June 08, 2014, 09:09:03 pm »
Thats the standard mod-fort. It seems to show up all the time regardless.

Offline Peter Ebbesen

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #24 on: June 08, 2014, 09:25:54 pm »
Yep, the mod forts are crazy powerful compared to the forts you can unlock with knowledge, assuming you've got access to the right modules.

See, this is what's weird--to me--about the above statement:
I was talking about the three mod-forts you cannot unlock with knowledge (spire, zenith, neinzul) being crazy powerful when you have access to the right modules (i.e. the best champion modules for the task). Nice as it is, I do not consider the standard human mod-fort, that can be unlocked with knowledge, to be crazy powerful compared to the standard forts when only having access to the default modules.

I thought it was obvious from the context, but I guess I should have been more specific to avoid misunderstandings. :)
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Offline Draco18s

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #25 on: June 09, 2014, 12:02:14 am »
I thought it was obvious from the context, but I guess I should have been more specific to avoid misunderstandings. :)

Not just you.  I've seen it mentioned a couple times, but it's always been without it's descriptor.  Which, as I don't play with champions, never realized there were three others.

Offline Lord Of Nothing

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Re: AI War Beta 7.034-7.035 "When Cities Attack!" Released!
« Reply #26 on: June 09, 2014, 10:14:47 am »
Not strictly about the latest patch but with all the rebalancing lately, I think there's a quality of life change that's starting to be needed:
(Slight spoilers for FS, highlight to read.)












The Transceiver fleets seem to me to be falling behind in power again- The game I'm playing at the moment, the final AI homeworld seems to have them pretty much stalled, between the endless flood of special forces, the attack retaliation exos, the FS exos, etc- This is only difficulty 9, FS 5, 3HW's, so I hate to think what it would be like on more extreme settings. I had to set off a mk3 nuke just to kill the counterattack guardpost waves from their general assault and get the sim speed above -20! (They killed all the counterattack guardposts of three rude gesture subcommanders within about 4 minutes of each other, at over 1000AIP, and most of them belonged to a mad bomber.)

Suggestions:
Imperial spire ships: 10x health and attack (Although x100, to be back to their original pre-deflation values, might still not be overkill), Artillery Immunity, Forcefield Immunity.
(Is implosion immunity a thing? Because they should have it.)
5 Minutes after tranciever activation, subspace pulse kills all counterattack guardposts without retaliation.
« Last Edit: June 09, 2014, 10:21:38 am by Lord Of Nothing »

Offline Arc-3N-4B

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Re: AI War Beta 7.034-7.035 "When Cities Attack!" Released!
« Reply #27 on: June 09, 2014, 02:51:21 pm »
On the topic of Fallen Spire. spire capital ships are still not transport immune (Haven't checked recently, though.). You could fit an entire spire fleet into a single transport...or two mk5 jumpships.
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Offline keith.lamothe

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Re: AI War Beta 7.034-7.035 "When Cities Attack!" Released!
« Reply #28 on: June 09, 2014, 03:18:32 pm »
On the topic of Fallen Spire. spire capital ships are still not transport immune (Haven't checked recently, though.). You could fit an entire spire fleet into a single transport...or two mk5 jumpships.
Bag Of Holding technology's great, no?
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Offline Peter Ebbesen

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Re: AI War Beta 7.034 "When Cities Attack!" Released!
« Reply #29 on: June 09, 2014, 03:29:33 pm »
I thought it was obvious from the context, but I guess I should have been more specific to avoid misunderstandings. :)

Not just you.  I've seen it mentioned a couple times, but it's always been without it's descriptor.  Which, as I don't play with champions, never realized there were three others.
They are just like the human mod-fort, only different. :p

All of them have the same number of small and large slots, hp, hull type, speed, radar dampening... but that's pretty much where they stop being the same. Their main weapons are different, and of the champion mod unlocks, some can only be used on their racial mod-fort, some on the racial and on the human.

"Firing lane forts" - these excel at being placed directly in the lane that enemy waves charge towards the station:

Spire: main weapon is a really heavy damage Spire beam, range 28,000. Can be equipped with high damage Photon Lances (range 25,000) in the large slots.
Zenith: main weapon is a heavy damage Zenith beam, range 43,000. Can be equipped with high damage Heat Beams (range 20,000) in the large slots.

Lots of other funny things they can be equipped with depending on unlocks (Plasma Siege Cannon, Railcannons, Railclusters etc.), but making a hole in the line of mines leading to the station and placing them in that hole to let attacking enemies fly directly up their powerful beams is quite fun and something for which the normal unlockable forts really don't have an equivalent, not even if you equip it with Heavy Beam Cannons (range 14,000) . :D


"Bizarro fort"

Neinzul, the cloaking fort that doesn't have any special large slot mods, so probably used bomber or slicer bays, but can be equipped with Insanity Inducers (the budget Botnet fort!), Doom Accelerators (anything that survived the beams of the other forts has got to be damaged...), or Translocators in the small slots.


It is not that the standard Fort marks 1-3 and human mod fort with only tech unlocks are bad - they certainly aren't - it is just that the other three mod forts give you more options, some of which are very powerful due to how they complement your other capabilities. Without champions enabled, all the human mod fort gives you are more of some of the capabilities you already have in your defenses - more missiles, more lasers, more of the basic fort offense (like a mark 1 fort)... whatever. (And if you have champions enabled some of their modules can also be used on the human mod-fort, extending its options, but the best remain specific to the individual other race hull).
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