Author Topic: Announcing AI War: Destroyer of Worlds  (Read 38473 times)

Offline ArnaudB

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Re: Announcing AI War: Destroyer of Worlds
« Reply #135 on: June 25, 2014, 08:30:52 am »
I decided to play a more relaxing game in waiting for the nomad beacon issue to get fixed, thus went with a fallen spire scenario with nomad in maze.

Except now I get hang-up in the game. No warning, the game just freeze on me, happened three times so far. (At first I thought my computer was overheating, but I am no longer sure about that.)

Offline ZaneWolfe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #136 on: June 25, 2014, 10:43:33 am »
SPOILERS!!!


Just did a Exile hack on an AI world, then got the journal entry saying that something nearby was intercepting some kind of signal. (or something to that effect) It tells me to capture the planet I just hacked. Ok, done. Nothing happens. I recheck Exile on the galaxy map, and it only shows the starting info still. Oh well, must not have been close enough then. So a bit later I go to hack another world, and it wont hack at all. Did I miss a step?

Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #137 on: June 25, 2014, 10:47:11 am »
ZaneWolfe, can you give me a save either before or after the last survey hack that worked?
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Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #138 on: June 25, 2014, 11:42:10 am »
I decided to play a more relaxing game in waiting for the nomad beacon issue to get fixed, thus went with a fallen spire scenario with nomad in maze.

Except now I get hang-up in the game. No warning, the game just freeze on me, happened three times so far. (At first I thought my computer was overheating, but I am no longer sure about that.)
Sorry about that; it's related to the experimentalist AI sending waves.  Fixed for next version.
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Offline ZaneWolfe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #139 on: June 25, 2014, 01:57:14 pm »
ZaneWolfe, can you give me a save either before or after the last survey hack that worked?

Sorry, but I can't. I only did the one hack, and my last save and/or auto save came after it apparently broke the exile plot. I'll have to test out what happens with the new patch, but I can't do that until later.

Offline Tridus

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Re: Announcing AI War: Destroyer of Worlds
« Reply #140 on: June 26, 2014, 06:25:13 am »
Do the fallen spire city sunspace signals use nomads to determine distance when spawning? I have my first city share chase beacon two hops into Ai territory, and I haven't seen that in a while. At the time it spawned it was one hop into Ai territory because a nomad I control was next to it.

Don't think it's a problem in this case, just though it was worth mentioning.

Offline Toranth

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Re: Announcing AI War: Destroyer of Worlds
« Reply #141 on: June 26, 2014, 07:16:39 am »
Do the fallen spire city sunspace signals use nomads to determine distance when spawning? I have my first city share chase beacon two hops into Ai territory, and I haven't seen that in a while. At the time it spawned it was one hop into Ai territory because a nomad I control was next to it.
If I remember correctly, shard spawns are determined based on distance from your Homeworld now, not distance into AI space.  I think the idea was that the old method was too abusable, on the right maps, for controlling spawn locations.
That said, after a quick check, I don't *think* nomads are messing up the subspace signal locations - but I haven't done a full game with Fallen Spire and Nomads together yet, so I am not sure.

Offline Tridus

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Re: Announcing AI War: Destroyer of Worlds
« Reply #142 on: June 26, 2014, 07:55:17 am »
If I remember correctly, shard spawns are determined based on distance from your Homeworld now, not distance into AI space.  I think the idea was that the old method was too abusable, on the right maps, for controlling spawn locations.
That said, after a quick check, I don't *think* nomads are messing up the subspace signal locations - but I haven't done a full game with Fallen Spire and Nomads together yet, so I am not sure.

Maybe, but without the Nomad, it's 6 hops away from my homeworld. For the first city shard (I have zero cities) that is way further away than I've ever seen it. With the Nomad at the time it was more like 3, which is more in line with what I'd expect.

Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #143 on: June 26, 2014, 10:20:16 am »
I think nomads are counted like normal planets for the purposes of how far something is into (or from) AI territory.  If specific problems arise please let me know :)
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Offline The Hunter

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Re: Announcing AI War: Destroyer of Worlds
« Reply #144 on: June 26, 2014, 10:37:57 am »
I think it would be better if they didn't counted for stuff like FS. I could imagine something like snake map where both ends of map get temporarily connected by nomad, could theoretically spawn first shard that be ~120 hops away from player HW.  ;D
« Last Edit: June 26, 2014, 10:40:05 am by The Hunter »

Offline Tridus

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Re: Announcing AI War: Destroyer of Worlds
« Reply #145 on: June 26, 2014, 11:09:45 am »
I think it would be better if they didn't counted for stuff like FS. I could imagine something like snake map where both ends of map get temporarily connected by nomad, could theoretically spawn first shard that be ~120 hops away from player HW.  ;D

That would be a pretty extreme example, but you could wait for another Nomad to fly by and now it's only two hops!

That's what I intend to do. Right now it's six hops with two in AI territory. But there's several Nomads in the area, some of which I control. IF one of them links back up it'll become a far shorter route. Given that, I don't think this case is a problem in need of fixing.

Offline Vacuity

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Re: Announcing AI War: Destroyer of Worlds
« Reply #146 on: June 26, 2014, 12:13:13 pm »
I think it would be better if they didn't counted for stuff like FS. I could imagine something like snake map where both ends of map get temporarily connected by nomad, could theoretically spawn first shard that be ~120 hops away from player HW.  ;D
To utterly misquote someone else:
"If Nomads can't solve it, use more Nomads."

Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #147 on: June 26, 2014, 12:21:15 pm »
To utterly misquote someone else:
"If Nomads can't solve it, use more Nomads."
Actually I don't think that's at all a misappropriation of the original idea.

As long as they're used properly, of course.
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Offline Vacuity

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Re: Announcing AI War: Destroyer of Worlds
« Reply #148 on: June 26, 2014, 12:44:13 pm »
I know there's discussion of the NCCs Grav Drones being underpowered.  For whatever it's worth, they now act as a very useful/unpleasant, (depending which side of the coin you're facing) counter to tackle drone launchers.  I have no idea if that was intended as Tackle Drone Launchers are/were pretty darn powerful in fleet actions, but it's very effective.

Offline keith.lamothe

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Re: Announcing AI War: Destroyer of Worlds
« Reply #149 on: June 26, 2014, 12:56:56 pm »
I know there's discussion of the NCCs Grav Drones being underpowered.  For whatever it's worth, they now act as a very useful/unpleasant, (depending which side of the coin you're facing) counter to tackle drone launchers.  I have no idea if that was intended as Tackle Drone Launchers are/were pretty darn powerful in fleet actions, but it's very effective.
Grav stuff is one of the specific counters to drone-based attacks, particularly melee-range drones (tackle drones not being melee, but close).

Spire Blades, Tackle Drones, etc being what they are, you definitely want something to counter them :)
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