Author Topic: AI War Official 7.0 Released!  (Read 15840 times)

Offline LaughingThesaurus

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Re: AI War Official 7.0 Released!
« Reply #90 on: June 25, 2013, 01:46:00 pm »
So you mean kind of like a Human Barracks?

Offline Shrugging Khan

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Re: AI War Official 7.0 Released!
« Reply #91 on: June 25, 2013, 02:09:12 pm »
Hmmm...yeah, that might actually kinda fit the bill.
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Offline LaughingThesaurus

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Re: AI War Official 7.0 Released!
« Reply #92 on: June 25, 2013, 02:23:57 pm »
That sounds like a really high knowledge thing. Like, spend a lot of knowledge for a human barracks to store unused ships, maybe a human Strategic Reserve for the homeworld only or something.

Offline Kahuna

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Re: AI War Official 7.0 Released!
« Reply #93 on: June 26, 2013, 07:53:13 am »
When and why was the Teleporter Turtle AI type removed from the game?
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
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Offline Aklyon

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Re: AI War Official 7.0 Released!
« Reply #94 on: June 26, 2013, 08:05:55 am »
When and why was the Teleporter Turtle AI type removed from the game?
Are you sure you didn't just forget it was in your blocked ais list? I had one of those appear less than a week ago.

Offline keith.lamothe

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Re: AI War Official 7.0 Released!
« Reply #95 on: June 26, 2013, 08:49:14 am »
When and why was the Teleporter Turtle AI type removed from the game?
Um, you see, there was a freak transporter accident in an asteroid belt during some solar flares and...

Actually, I see it between Thief and Tag Teamer :)

Though, sitting next to the former could be disappearance-prone.
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Offline keith.lamothe

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Re: AI War Official 7.0 Released!
« Reply #96 on: June 26, 2013, 11:01:39 am »
*screenshot*
How about one of your "Ships" tab?  The answer may lay there.
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Offline Kahuna

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Re: AI War Official 7.0 Released!
« Reply #97 on: June 26, 2013, 11:02:25 am »
holy derp.. I forgot I had teleporters disabled
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!
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Offline keith.lamothe

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Re: AI War Official 7.0 Released!
« Reply #98 on: June 26, 2013, 11:04:14 am »
Yep, when you turn that off the space hamsters go toss the Teleporter Turtle in the sea with a pair of cement overshoes... not realizing that it's not really permanent on turtles, but so it goes.
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Offline LordSloth

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Re: AI War Official 7.0 Released!
« Reply #99 on: June 30, 2013, 07:36:36 pm »
So, something that hadn't come up previously... since I normally play on normal caps.
I've been playing four player co-op, and one of my teammates has a really poor computer. We're talking on ultra-low caps, lowest profile, the game starts out at 30 FPS for that one person. Right now he's lucky to hit five. Which leads me to my next question:

Are Neinzul Enclave Starships and their drones scaling properly at ultra low caps- both as a matter of performance and gameplay balance.

My teammates have mostly pulled out of Super Krab Terminal, on account of not being needed, on Forest Fire (Extreme!) hacking. Back when they were there with their lightning torpedo frigates, spire fleets and enclaves, we were bumping up 5000-7000 or something player units.

As an aside, I've outfitted my Fallen Spire Ships with Railguns because they won't have a chance to shoot otherwise. We have a Mark III military command station, one modular fortresses, 232 dyson gatlings, and currently over 1,200 drones with a speed of over 620 thanks to 11 Zenith SpaceTime Manipulators. Oh, and 40 Mark V Zenith Viral Shredders traveling at 544.

Oh, and we often had over 600 torpedos in play when my teammate was in system as well.
« Last Edit: June 30, 2013, 07:45:27 pm by LordSloth »

Offline keith.lamothe

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Re: AI War Official 7.0 Released!
« Reply #100 on: July 03, 2013, 01:06:59 pm »
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