Author Topic: Announcing AI War: Destroyer of Worlds  (Read 38450 times)

Offline Fleet Unity

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Re: Announcing AI War: Destroyer of Worlds
« Reply #45 on: June 19, 2014, 11:44:01 pm »
I am wondering for the Neinzul Combat Carrier change will it have any attack power or does it just spawn drones? I know this ship was removed before VOTM was launched and I only saw it in the game reference of all ships listed when you did a search, I know it could used to build younglings ships I know it cannot now, I am not in this beta I was just curious if it had attack power anymore.
« Last Edit: June 19, 2014, 11:46:16 pm by Fleet Unity »

Offline Aklyon

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Re: Announcing AI War: Destroyer of Worlds
« Reply #46 on: June 20, 2014, 12:10:32 am »
Curent NCCs are to Enclaves as Spider turets are to Sniper turets. Awesome.
But no, tooltip shows no attack power.

Offline Fleet Unity

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Re: Announcing AI War: Destroyer of Worlds
« Reply #47 on: June 20, 2014, 12:32:07 am »
Curent NCCs are to Enclaves as Spider turets are to Sniper turets. Awesome.
But no, tooltip shows no attack power.

Ok thanks, I also know the enclaves used to have attack power as well back in the older versions, but when they were changed to launch drones it was removed, I guess that would make them to over powered.

Offline Arc-3N-4B

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Re: Announcing AI War: Destroyer of Worlds
« Reply #48 on: June 20, 2014, 12:42:19 am »
So, I've played about a half-hour of the new expansion. SPOILER WARNING.

7/7 Brutal/Mime Vanguard/Mime Dyson 6 Traders Golems 4/10 Spirecraft medium Nomads 10/10 Alt-champ Progress 5/10 Exodian Blade

Avenger on both, Preemption 4 on AI 2.

Notable things: Are all Nomads Mk4? I had a Mk4 Nomad right next to my homeworld at the start.



Also, despite having Preemption 4 on AI 2, no ships seemed to have been freed as threat in the 30 minutes I've played so far as a result. Or, at least, it hasn't shown up on the Threat meter.

The first Brutal mk4 world...well, I found it with...a Wrath Lance, Gravitic Command Station, a Widow Guardpost, a Tractor Guardpost, and a Munitions Boosting guardpost...on a Bunkerer subcommander.



Despite having warp counterattack posts turned off, we found a Rude Gesture subcommander (no warp CP posts). On a Nomad.

With the Dyson Sphere (intensity 6). Hilarity can ensue.



The second Brutal mk4 world we had was at a chokepoint.

With a Core CPA post. Wonderful.



Other things: As I was capping some planets, the Nomad world I captured that was adjacent to my homeworld got cut off from my territory (being right in the middle of the Encapsulated map) and is now something like 15 hops from my space. Wonderful.

In unscouted territory with a Brutal AI.

EDIT: Scionox is The Hunter here.
« Last Edit: June 20, 2014, 12:57:06 am by Arc-3N-4B »
Destroying humanity, one command station at a time.

Offline The Hunter

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Re: Announcing AI War: Destroyer of Worlds
« Reply #49 on: June 20, 2014, 12:48:14 am »
First bug report yay! Not sure if those were mentioned before as i didn't read every post... Also adding to Arc-3N-4B's post since same game actually.

So we started a new game with the expansion. Looks like AI options menu is bugged for second player? -first pic

Also powerslavers are showing up as spire maws in research tab(I've started with them) -second pic

And also i seem to have very little lag every second or so, possibly related to the expansion and nomads...

EDIT: On related note, how quickly powerslavers attrition ships inside? If ever. I imagine this could get really out of hand if AI uses them(AKA "No caps for you").
« Last Edit: June 20, 2014, 01:10:21 am by The Hunter »

Offline orzelek

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Re: Announcing AI War: Destroyer of Worlds
« Reply #50 on: June 20, 2014, 06:50:28 am »
I had some potential problems with Coward AI.
It's threat seems to not attack you when it's cloaked (And still builds the warp relay - gotta find them to kill and even last 3 still build the relay).
During hacking process it's ship are dancing - only one that actually attacked directly was raid starship. Others are doing the forward-backward dance. I can try to get a save if I will hack something else - a bit low on HaP atm due to nomad controller hack.

Offline Toranth

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Re: Announcing AI War: Destroyer of Worlds
« Reply #51 on: June 20, 2014, 08:02:46 am »
EDIT: On related note, how quickly powerslavers attrition ships inside? If ever. I imagine this could get really out of hand if AI uses them(AKA "No caps for you").
I don't think Powerslavers attrition their victims at all.  I had a 20/20 Powerslaver sitting on my HW for several hours.

And I agree - in AI hands, this becomes the Big Cap Attack we all actually fear the Maws for, only worse.

Offline Pumpkin

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Re: Announcing AI War: Destroyer of Worlds
« Reply #52 on: June 20, 2014, 08:49:36 am »
Some thoughts after less than one hour of play.

If the nomade planets' movment is based on the galactic map's positions, toying with the lobby's distangler become more than a visual concern.

Tachyon and Wormhole guard posts are seeded for the initial position of nomade wormholes, leading to lone and useless tachyon/wormhole guards and nothing around moved nomade wormholes.
My humble idea: special nomade guard posts, moving inside the nomade planet before the planet moves and redeploying after to protect the extern side of the nomade wormhole. Potentially slowly rebuilt by the nomade planet? Not sure...
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline orzelek

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Re: Announcing AI War: Destroyer of Worlds
« Reply #53 on: June 20, 2014, 09:12:12 am »
I had the "pleasure" of meeting the kiter AI.
Never again.. gotta find it's name to add to prohibited AI types. I think it should be probably bumped to not be medium but that might depend on actual composition of it's units.
In short - it should be named Annoying AI or something. The moment you enter planet all long ranged guardians that wake up fly to their max range (and thats a lot on some) and start to kill your ships. And you have to play catch them up in all directions.

Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #54 on: June 20, 2014, 09:59:09 am »
I had the "pleasure" of meeting the kiter AI.
Never again.. gotta find it's name to add to prohibited AI types.
Yea, that one's an acquired taste, if that ;)

Here are the internal names for the new ones:
Quote
Mime
Vanguard
StarshipFanatic
Cowardly
Brutal
KiteFlier
Quadratic
Overreactive
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Offline orzelek

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Re: Announcing AI War: Destroyer of Worlds
« Reply #55 on: June 20, 2014, 10:28:29 am »
How does the game behave with disabled AI's text file currently?
Would it be possible for it to add those to already existing file as comments if they weren't found in it?

Offline mlwhitt

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Re: Announcing AI War: Destroyer of Worlds
« Reply #56 on: June 20, 2014, 11:21:42 am »
EDIT: On related note, how quickly powerslavers attrition ships inside? If ever. I imagine this could get really out of hand if AI uses them(AKA "No caps for you").
I don't think Powerslavers attrition their victims at all.  I had a 20/20 Powerslaver sitting on my HW for several hours.

And I agree - in AI hands, this becomes the Big Cap Attack we all actually fear the Maws for, only worse.

Agreed

Offline orzelek

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Re: Announcing AI War: Destroyer of Worlds
« Reply #57 on: June 20, 2014, 11:41:44 am »
Any opinions about translocator starships?

I'm on ultra low caps and they seem to be kind of counter productive. Mainly because only frigates from standard triangle will shoot enemy if you are moving as fleet. They might be better on FRD or on defense - they can translocate some of starships (but not the dreadnoughts).

Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #58 on: June 20, 2014, 11:46:36 am »
Any opinions about translocator starships?

I'm on ultra low caps and they seem to be kind of counter productive. Mainly because only frigates from standard triangle will shoot enemy if you are moving as fleet. They might be better on FRD or on defense - they can translocate some of starships (but not the dreadnoughts).
Hmm, hadn't thought of that.  Yea, I'd imagine them more as a defensive or utility unit than a fleetball unit, to the extent that you may even want to put them in standdown during some movements.

Btw, on the lightning starship and translocator starship I'm open to switching them with different mechanics if it's something not very complicated (no modules, etc).  They're admittedly less "new" than the NCC or Powerslaver.  But I didn't think everything needed to be radically different, etc.
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Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #59 on: June 20, 2014, 11:47:37 am »
How does the game behave with disabled AI's text file currently?
Would it be possible for it to add those to already existing file as comments if they weren't found in it?
It never writes to that file; I guess it could do so but I'd rather it not have to inspect it for commented-out lines, etc.
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