Author Topic: Wormhole Snapping Templates, Ship Database, Repair/contruction/fabrication  (Read 1107 times)

Offline Ranakastrasz

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First thing is, About wormhole snapping. If you make a template with your wormhole defenses, and try to place it with wormhole snapping, It will almost always be off center. This seems to be due to the wormhole snap point being the average of the locations of all the units. Making it so that when you save the template, it lets you also select a wormhole that you want it to use as the snapping point.

Secondly, Placing a template around a wormhole, if it has units close enough to the wormhole, close but not quite touching, they do have the valid color, (green I think) but when you place it, the ones that are close to the wormhole are not placed, tho the rest are.
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A year or two ago, When I first discovered Ai wars, (Also, when the Demo was limited to one hour campaigns), I had been trying out Ai wars, and I had found a website somewhere, That had all of the stats, being the stats that show in game, (but not the type advantages) and the ship type bonus. (multipliers) Recently, I re-downloaded the demo, and played the full tutorial campaign, and Bought the game. Then, I searched for the database with the stats, but couldnt find it. Eventualy, I desided that either it didn't exist, or it wasn't called database or archive. So I desided to post on these forums, to ask for help.

Does anyone know where this website is? or if it was removed due to being outdated?
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http://www.arcengames.com/forums/index.php/topic,6937.0.html
About repairing, construction, and fabrication, (space dock ship creations, or star-ship creation, ect.)
I had, before installing the beta, figured out how the construction and fabrication worked, mostly. But The rules I used to explain the behavior are no longer valid it seems. So I am now asking about how these work. One thing I noticed is that engineers have a repair rate AND a build rate now.

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-Force Field Bearers are not considered to be heavy defenses, is that intentional?
-Eyebots cloaking booster is useless, due to cloak being dropped when it opens fire automatically, and the only way to hold fire is to use low power, which removes the cloaking booster.
-In my last two games, on difficulty 7 for bot AIs, (Where I got crushed both times) I noticed that some waves spawn not from the wormholes, but from the edge of the map. I didn't read anything that suggests this should be possible, though I know that one of the factions, (Which were disabled) Attack this way.
-Manufactures, when you have reached resource cap for one of your resources, but not the other, and when you have no allies, (in other words, when one resource would be wasted, but not the other) should turn the capped resource into the uncapped resource. I do this manually when I have enough resources for this to occur, but I think it should be automatic.

There was at least 2 other things, that I cannot remember atm.

Offline Spikey00

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Offline Fleet

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Re: Wormhole Snapping Templates, Ship Database, Repair/contruction/fabrication
« Reply #2 on: September 12, 2010, 04:54:52 pm »
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Secondly, Placing a template around a wormhole, if it has units close enough to the wormhole, close but not quite touching, they do have the valid color, (green I think) but when you place it, the ones that are close to the wormhole are not placed, tho the rest are.

Yup, already reported :)

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-Force Field Bearers are not considered to be heavy defenses, is that intentional?

Since the force field of this unit is very, very weak compared to the traditional full-power Forcefield unit, I think this is intentional.

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Eyebots cloaking booster is useless, due to cloak being dropped when it opens fire automatically, and the only way to hold fire is to use low power, which removes the cloaking booster.

Reported already.

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-In my last two games, on difficulty 7 for bot AIs, (Where I got crushed both times) I noticed that some waves spawn not from the wormholes, but from the edge of the map. I didn't read anything that suggests this should be possible, though I know that one of the factions, (Which were disabled) Attack this way.

Are you running the latest beta? If so, new Counter Attack guard posts have been introduced that have this effect. Hover over the guard posts to read the tool tip.

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-Manufactures, when you have reached resource cap for one of your resources, but not the other, and when you have no allies, (in other words, when one resource would be wasted, but not the other) should turn the capped resource into the uncapped resource. I do this manually when I have enough resources for this to occur, but I think it should be automatic.

This would be nice, but I think it will not be changed for two reasons.

1. Microing reactors is not something I think the developers want. Micro in general is shunned, especially to get small benefits.

2. If you have that many resources, I suggest you up the difficulty! Or build more stuff to use the resources. More engineers, merc space docs, etc.

I do want to stress, I'm personally on your side about this issue :) I want my energy reactors to be auto managed! And I often see situations where I can manually adjust the reactors for benefit, but its not supposed to be about getting perfect resource efficiency so I just bite my tongue and enjoy the game.
« Last Edit: September 12, 2010, 04:57:54 pm by Fleet »

Offline Ranakastrasz

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Re: Wormhole Snapping Templates, Ship Database, Repair/contruction/fabrication
« Reply #3 on: September 12, 2010, 05:15:49 pm »
AI War wiki for reference charts:
http://arcengames.com/communitywiki/index.php?title=References_/_Charts
That's exactly What I found before, Thanks.

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-Force Field Bearers are not considered to be heavy defenses, is that intentional?

Since the force field of this unit is very, very weak compared to the traditional full-power Forcefield unit, I think this is intentional.
Makes sense, Though when I last played with them, they took some time to kill. I would think that at least a minor bonus from anti heavy weapons would make sense, just not on the scale of the major heavy defenses.
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-In my last two games, on difficulty 7 for bot AIs, (Where I got crushed both times) I noticed that some waves spawn not from the wormholes, but from the edge of the map. I didn't read anything that suggests this should be possible, though I know that one of the factions, (Which were disabled) Attack this way.

Are you running the latest beta? If so, new Counter Attack guard posts have been introduced that have this effect. Hover over the guard posts to read the tool tip.

That makes sense, Seeing as in the second game I destroyed a guard post of type counter wave. I Assumed that It would result in a wave being triggered, but I didn't realize, due to not reading the tool tip, that it wouldn't come through a wormhole.

Edit:
The info says
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AI guard post with no guns, but the ability to warp in a low-warning counter attack wave to any planet without a warpjammer (regardless of warp gates).

These counterattacks are launched when this guard post is destroyed or when the command station on this guard post's planet is destroyed

The only thing I can figure is that a low-warning counterattack means that it doesn't come out of a wormhole, but it seems to me to be a lacking description.
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I Just did some experimentation, on the ship fabrication/building

Ship Fabrication

Same as it was before, except the processing rate is 60 rather than 20 per build rate.
bp = ma(metal cost, crystal cost)
construction rate: all factories have 1 (should be displayed), engineers rate's are displayed.
construction time = bp / (60 * (total construction rate (factory + all assisting))

Building
time = preset, seems to be hard coded for stuff, not depending on any equation
build time = time/(total build rate + 1) (the 1 is the mobile builder, or command stations building it, or maybe it building itself, not sure, doesn't matter)
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When you unlock the tech 2/3 resource gatherers, I think the game should replace all of the inferior resource gatherers with the higher levels ones you just unlocked.


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About teleporting units, They have a move speed. Engineers for example, have a speed of 24, last time I checked. The teleport raiders have a speed of 1. Being that they dont all have a speed of 0, I assume there is a reason for this. I have two theories. One, If their teleporting ability is disabled, such as by a tech 3 logistics center, they have to have a move speed to be able to move properly. Two, The speed determines the duration of the stun that occurs after teleporting. The duration is determined by distance / (speed * x) x being some unknown value. Unless there isn't really any stun at all, seeing as that if I pause, queue up a bunch of large jumps for an engineer, then a bunch of small jumps. they all take the same amount of time, but this may be because of the speed of 24 reducing the delay to being unnoticeable.
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In a game I just did, I ran into a point where I had about 6 cloaked, non attacking, units, that came through a wormhole into my planet, got detected, and tractored, and dispite taking what should have been fatal to most early ships, none of them were dying. Since they were using up my damage output, I disabled my tractor beams till they left the planet (they went straight to a wormhole) and reactivated my tractor beams. After a few minutes of thinking about what kind of cloaked ship had no attack, and was exeptuinaly durable, I realized they were probably space tugs. They have about 2 million Hp. I think they should be immune to tractor beams.
« Last Edit: September 18, 2010, 07:13:38 pm by Ranakastrasz »