Author Topic: Announcing AI War: Destroyer of Worlds  (Read 38500 times)

Offline Tridus

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Re: Announcing AI War: Destroyer of Worlds
« Reply #105 on: June 20, 2014, 08:39:31 pm »
Is there any way to tell in game how much of a boost the Powerslaver gets when it swallows things?

Offline Toranth

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Re: Announcing AI War: Destroyer of Worlds
« Reply #106 on: June 20, 2014, 08:58:02 pm »
Is there any way to tell in game how much of a boost the Powerslaver gets when it swallows things?
It increases the number of shots, not per-shot damage.  Shot_count = 1 + #_ships_swallowed.
Damage = 104 * (1 + x), where x = ships_swallowed
DPS = 17.333 * (1 + x)
min DPS = 17.333, max DPS = 346.667 @ Mk I
Damage scales normally by Mark, swallow cap is always 20.

That should probably go in the ship description.

Offline ZaneWolfe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #107 on: June 20, 2014, 11:45:36 pm »
If there was an answer to my question earlier, I missed it.

Offline Pumpkin

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Re: Announcing AI War: Destroyer of Worlds
« Reply #108 on: June 21, 2014, 02:10:46 am »
Well, I toyed a bit with the nomad beacon. So be warned:

***SPOILER***

My opinions:
- It's fun (a bit too much).
- For direct AI Home World, it's somewhat too long to hold to be a reliable strategy (I toyed at 1/1 with easy golems. It was easy but long).
- For non-AI-HW it's more feasible but far less useful IMO: I can't imagine a strategy where splitting a galaxy comes in handy (yet).

Now, two technical questions:
- The journal entry let believe that purely splitting the grid isn't possible, so why... the... what... ? [first PNG file]
- Nomad planets seems to still be able to half-link to destroyed planets (the wormhole exist but can't be crossed). Did I find my first true bug? [second PNG file + save]
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline Toranth

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Re: Announcing AI War: Destroyer of Worlds
« Reply #109 on: June 21, 2014, 10:27:58 am »
Enclave SS + NCC = Swarms of Drones.
Swarms of Drones + Mime = Silly reprisal waves.

A level 2 reprisal wave produced about 2000 ships to my Homeworld, and I did nothing but laugh - because the reprisal wave was 1900 drones + 100 fighters.
My Grav Turrets had the highest kill ratio of anything in that game.
Hahaha, I hadn't thought of Mime + Drones...
It gets better.  Mime + Tackle Drone Launchers:

Code: [Select]
== Wave total ships: 3203
TypesForDirectAdd count by type:
TackleDroneII : 306
TackleDrone : 276
NeinzulMLRSDrone : 204
NeinzulNeedlerDroneII : 204
MissileShip : 10
TypesForCarrierAdd count by type:
MissileShip : 62
NeinzulLaserDroneII : 204
NeinzulMLRSDroneII : 204
NeinzulNeedlerDroneIII : 208
NeinzulMissileDroneIII : 208
NeinzulLaserDroneIII : 208
Bomber : 56
NeinzulMLRSDroneIII : 208
NeinzulNeedlerDrone : 102
NeinzulLaserDrone : 102
NeinzulMissileDroneII : 102
NeinzulMissileDrone : 102
NeinzulMLRSDroneIV : 104
NeinzulLaserDroneIV : 104
NeinzulNeedlerDroneIV : 104
NeinzulMissileDroneIV : 104
TackleDroneLauncher : 2
Fighter : 12
CoreBattleCruiser : 3
TackleDroneLauncherII : 1
Dreadnought : 2
LightStarship : 1

That's right, as soon as the Wave spawned, almost 600 Tackle Drones appeared and went racing across the system to tackle... the lone Engineer by my Command Station.
I'm thinking that Drones (of any sort) should not count towards the Mime.

Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #110 on: June 21, 2014, 12:16:26 pm »
If there was an answer to my question earlier, I missed it.
Sorry, I thought it was clear from other posts, but possibly only in my own head :)

The altplanetnames thing overwrote the Nomad 1, etc names, so it didn't have a Nomad 1 to put the beacon on, so there's nothing for you to hack in that game.  When I fix Nomads to not get overwritten it should work for future games.


@pumpkin: it shouldn't have done the split; do you have a save from before the detonation?  On the time of how long it has to be held, it's based on distance-to-target so it can actually be quite fast if you time it right.  Also, the exos don't trigger while the beacon remains on any nomad.  The rest is left as an exercise for the reader :)
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Offline tadrinth

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Re: Announcing AI War: Destroyer of Worlds
« Reply #111 on: June 21, 2014, 01:26:12 pm »
A suggestion for the Disabled AI Types config file: have the game regenerate that file if it is not there.  When regenerating, include all new AI types, defaulting them all to enabled.  Put a comment in the file explaining that it gets regenerated if you rename it or delete it.

Then players can rename it, get a fresh copy, and combine the two files. 

Offline The Hunter

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Re: Announcing AI War: Destroyer of Worlds
« Reply #112 on: June 21, 2014, 01:40:54 pm »
Apparently mime can copy player champion, but with no modules. Not sure if its intended or not so posting here. ???
(Also copied protector starships get no modules but i feel like that's intended... lol)
« Last Edit: June 21, 2014, 01:42:35 pm by The Hunter »

Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #113 on: June 21, 2014, 01:43:21 pm »
Apparently mime can copy player champion, but with no modules. Not sure if its intended or not so posting here. ???
Mime can copy modular stuff, yes, but won't get modules unless it's copying something that it has templates for.  For instance it does have templates for the spire cap ships and will get modules if it mimes them.  I guess I could add AI templates for the player-version champs (it has them for the nemesis versions already), or probably a cleaner solution is to have the mime emit a nemesis version of the hull, rather than the player version.
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Offline The Hunter

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Re: Announcing AI War: Destroyer of Worlds
« Reply #114 on: June 21, 2014, 01:53:05 pm »
Apparently mime can copy player champion, but with no modules. Not sure if its intended or not so posting here. ???
Mime can copy modular stuff, yes, but won't get modules unless it's copying something that it has templates for.  For instance it does have templates for the spire cap ships and will get modules if it mimes them.  I guess I could add AI templates for the player-version champs (it has them for the nemesis versions already), or probably a cleaner solution is to have the mime emit a nemesis version of the hull, rather than the player version.

I'd say nemesis version, to keep them in line with that one update that made AI champions not immune to AoE.

Offline Kahuna

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Re: Announcing AI War: Destroyer of Worlds
« Reply #115 on: June 21, 2014, 04:28:15 pm »
Oh a new expansion. Awesome.
This years forecast: imbalance with a chance of patch storms and bugs. Never-ending walls of text, complaints and suggestions are expected in the AI War forums.
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Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #116 on: June 21, 2014, 04:45:04 pm »
Oh a new expansion. Awesome.
This years forecast: imbalance with a chance of patch storms and bugs. Never-ending walls of text, complaints and suggestions are expected in the AI War forums.
So basically the answer to "what are we going to do today, Brain?" ;)
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Offline Pumpkin

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Re: Announcing AI War: Destroyer of Worlds
« Reply #117 on: June 21, 2014, 07:00:09 pm »
@pumpkin: it shouldn't have done the split; do you have a save from before the detonation?
VoilĂ 

On the time of how long it has to be held, it's based on distance-to-target so it can actually be quite fast if you time it right.  Also, the exos don't trigger while the beacon remains on any nomad.  The rest is left as an exercise for the reader :)
That's why I love this game.
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Offline tadrinth

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Re: Announcing AI War: Destroyer of Worlds
« Reply #118 on: June 21, 2014, 07:14:10 pm »
Just did the final nebula in my Limburger game, upon completion I had four Mourner production facilities spawn, one at the large starbase and one at each of the small starbases.  Each of the other factions gave one production facility at the large starbase.

Seems weird, saves attached.  One before entering the nebula, one after I finished but before the production facilities spawn, and one after they spawned.

Offline Mad Rubicant

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Re: Announcing AI War: Destroyer of Worlds
« Reply #119 on: June 22, 2014, 02:14:37 am »
Keith, did you add a new Subcommander Command station type when we weren't looking? A LANCE Command Station? Or have I just never seen one before in all the months I've been playing?