Author Topic: crafty spire is tough but...  (Read 792 times)

Offline chemical_art

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crafty spire is tough but...
« on: February 14, 2012, 10:08:11 am »
For a red tech type I expected harder.

Can they have more martyrs / spirecraft?

EDIT: Martyr logic is buggy, probably because they have no guns. They just sit there taking a pounding. I propose there is an ai only version with less AoE but more tractor beams and guns.
« Last Edit: February 14, 2012, 10:16:10 am by chemical_art »
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Offline keith.lamothe

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Re: crafty spire is tough but...
« Reply #1 on: February 14, 2012, 10:33:14 am »
Hmm, do AI autobombs act properly?  I'm not sure why it thinks there's a difference between martyrs and autobombs.

Though even that wouldn't be great, I can see it now: cheesing AI martyrs by having them detonate on a single scout.
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Offline chemical_art

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Re: crafty spire is tough but...
« Reply #2 on: February 14, 2012, 10:58:45 am »
Hmm, do AI autobombs act properly?  I'm not sure why it thinks there's a difference between martyrs and autobombs.

Though even that wouldn't be great, I can see it now: cheesing AI martyrs by having them detonate on a single scout.

The two are coded differently, at least on the tooltip.

The autobomb has an attack, and no where on the tooltip data does it say it self destructs (while it does on the description.)

The martyr does not have this direct attack, but on the list of attributes it says it does damage on death.


If you gave the martyr a very short range (2,000) attack as its ai variant you could prevent both cheesing with scouts and allow it to hit blobs (because its tractor range would prevent it chasing units endlessly once caught.


Also, the ai in general makes them much too slowly. With a 4 HW game on 8.0 they seem to make one per world, and to regen them takes several minutes.
« Last Edit: February 14, 2012, 11:03:57 am by chemical_art »
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