Author Topic: Announcing AI War: Destroyer of Worlds  (Read 38413 times)

Offline Aklyon

  • Core Member
  • *****
  • Posts: 2,089
Re: Announcing AI War: Destroyer of Worlds
« Reply #30 on: June 19, 2014, 05:37:07 pm »
You can see them moving on the galaxy map, if you catch it.

Offline Wingflier

  • Core Member Mark II
  • *****
  • Posts: 2,753
  • To add me on Steam, click the little Steam icon ^
Re: Announcing AI War: Destroyer of Worlds
« Reply #31 on: June 19, 2014, 06:52:00 pm »
Doesn't a nuke already destroy a planet for all intents and purposes, at a heavy cost (in AIP)? I can't see how destroying planets in any other fashion could be any more effective than that while not occurring some similar major penalty in return.

This may be me fishing for information :D

Can't wait!
"Inner peace is the void of expectation. It is the absence of our shared desperation to feel a certain way."

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Announcing AI War: Destroyer of Worlds
« Reply #32 on: June 19, 2014, 06:54:00 pm »
Doesn't a nuke already destroy a planet for all intents and purposes, at a heavy cost (in AIP)? I can't see how destroying planets in any other fashion could be any more effective than that while not occurring some similar major penalty in return.
You'll see.

And it's more of an up-front cost than a penalty.  Though it can cause secondary penalties.  Potentially quite a lot of them.
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 Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: Announcing AI War: Destroyer of Worlds
« Reply #33 on: June 19, 2014, 07:03:04 pm »
One early thought - if the Exile signal is only on one planet, showing that planet as an objective like what is done for the subspace signal might be useful. It's a lot easier to see there than using the map filters.

I haven't seen it on multiple planets yet, though if that happens it would negate the suggestion. :)

Offline Aklyon

  • Core Member
  • *****
  • Posts: 2,089
Re: Announcing AI War: Destroyer of Worlds
« Reply #34 on: June 19, 2014, 07:11:10 pm »
The Exile signal is like a treasure hunt. Except the AI is mean and only gives you the very first spot it might be near so you have to steal the rest via a combination of hacking and guesses.

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: Announcing AI War: Destroyer of Worlds
« Reply #35 on: June 19, 2014, 07:14:44 pm »
The Exile signal is like a treasure hunt. Except the AI is mean and only gives you the very first spot it might be near so you have to steal the rest via a combination of hacking and guesses.

Ah, yeah. That makes sense.

Initially I tried to exile hack the planet that was showing the hops, which didn't do anything. Took me a little bit to realize that I need to hack other planets to see where to go. Neat system.

Offline Wingflier

  • Core Member Mark II
  • *****
  • Posts: 2,753
  • To add me on Steam, click the little Steam icon ^
Re: Announcing AI War: Destroyer of Worlds
« Reply #36 on: June 19, 2014, 07:17:52 pm »
Doesn't a nuke already destroy a planet for all intents and purposes, at a heavy cost (in AIP)? I can't see how destroying planets in any other fashion could be any more effective than that while not occurring some similar major penalty in return.
You'll see.

And it's more of an up-front cost than a penalty.  Though it can cause secondary penalties.  Potentially quite a lot of them.
Ahhhh I see. It's more of a "sign your soul on the dotted line, we'll take care of the details later" kind of pact :P
"Inner peace is the void of expectation. It is the absence of our shared desperation to feel a certain way."

Offline orzelek

  • Hero Member Mark III
  • *****
  • Posts: 1,096
Re: Announcing AI War: Destroyer of Worlds
« Reply #37 on: June 19, 2014, 07:22:59 pm »
I meant to play around with exiles.. but I'm having problems finding time to do that :|
Between 6 nomads, preemptive AI, warp gates built by threat.. (on nomad.. !) I have no time to do anything other then contain the situation for now.
It's a busy one :D

PS. Cloaked threat building warp gate... thats nasty.

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Announcing AI War: Destroyer of Worlds
« Reply #38 on: June 19, 2014, 08:55:29 pm »
(my devastator lives on as a guardian)

*sniff* I'm so proud. It was a great promotion.
Life is short. Have fun.

Offline Coppermantis

  • Hero Member Mark III
  • *****
  • Posts: 1,212
  • Avenger? I hardly know 'er!
Re: Announcing AI War: Destroyer of Worlds
« Reply #39 on: June 19, 2014, 09:24:56 pm »
Would using a Vanguard+Starship Fanatic Dual AI cause waves to consist of both Guardians and Starships?

Also, does Vanguard extend to Dire Guardians as well?
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Qatu

  • Full Member
  • ***
  • Posts: 139
Re: Announcing AI War: Destroyer of Worlds
« Reply #40 on: June 19, 2014, 09:25:47 pm »
 Hello, I would like to request an update to the second post of this thread:
http://www.arcengames.com/forums/index.php/topic,14137.0.html
 with the codes for the new things to help with testing. Thanks!

Offline Toranth

  • Hero Member Mark III
  • *****
  • Posts: 1,244
Re: Announcing AI War: Destroyer of Worlds
« Reply #41 on: June 19, 2014, 10:04:04 pm »
Hello, I would like to request an update to the second post of this thread:
http://www.arcengames.com/forums/index.php/topic,14137.0.html
 with the codes for the new things to help with testing. Thanks!
Try:
Code: [Select]
245 - Neinzul Combat Carrier
250 - Powerslaver
251 - Lightning Starship
252 - Translocator Starship

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Announcing AI War: Destroyer of Worlds
« Reply #42 on: June 19, 2014, 10:08:56 pm »
(my devastator lives on as a guardian)

*sniff* I'm so proud. It was a great promotion.
The AI's always happy to have more toys that ignore those 1011 (pronounced "bleepity-bleep-bleep") forcefields ;)


Hello, I would like to request an update to the second post of this thread:
http://www.arcengames.com/forums/index.php/topic,14137.0.html
 with the codes for the new things to help with testing. Thanks!
Out of curiosity, does it really help all that much compared to changing it in the lobby with right-click?
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 Qatu

  • Full Member
  • ***
  • Posts: 139
Re: Announcing AI War: Destroyer of Worlds
« Reply #43 on: June 19, 2014, 11:28:32 pm »
 Yeah, this way I can start a game with 1 home planet and all 4 new bonus ships.

edit: thanks for info toranth, I should be able to play ~2h tomorrow night, I'll make use of your info.
« Last Edit: June 19, 2014, 11:31:54 pm by Qatu »

Offline Fleet Unity

  • Full Member Mark III
  • ***
  • Posts: 232
Re: Announcing AI War: Destroyer of Worlds
« Reply #44 on: June 19, 2014, 11:34:22 pm »
Yeah, this way I can start a game with 1 home planet and all 4 new bonus ships.

edit: thanks for info toranth, I should be able to play ~2h tomorrow night, I'll make use of your info.

Its helpful to be able to do this, I just hope it is never changed I only use this when I am cheating in a game and to test ships, when I play without codes I never use it. :)
« Last Edit: June 19, 2014, 11:51:07 pm by Fleet Unity »