Author Topic: AI War Beta 6.033-6.034 "Bonus Tricks" Released!  (Read 4853 times)

Offline Cinth

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #30 on: May 27, 2013, 11:56:24 pm »
Just to point out, that SS caps don't vary by cap scale (think I caused that confusion).  It's 2 ships and that is it.  It's going to hit 2M every 10 sec on UL and on High.  Pretty much all low cap ships suffer from this and it hurts them at UL caps.
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Offline Toranth

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #31 on: May 28, 2013, 04:31:25 am »
Update: 6.034 hotfix to fix an unhandled errors problem with CPA launches due to the attempt to make the carriers not drop on neutered planets.  A few other small changes in there too.
Yay!  Game is won, now I can shelve it and never try to do a 16HW Showdown again.  I think it may have actually been worse for shipcount than a Fallen Spire endgame.
But once I figured out how to prevent the game from crashing, it was fun.  Certainly, in no other game have I been so desperate that I would deliberately nuke 6 of my homeworlds.

Offline keith.lamothe

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #32 on: May 28, 2013, 09:56:12 am »
Yay!  Game is won, now I can shelve it and never try to do a 16HW Showdown again.  I think it may have actually been worse for shipcount than a Fallen Spire endgame.
Good grief, yea, that would hurt ;)

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But once I figured out how to prevent the game from crashing, it was fun.  Certainly, in no other game have I been so desperate that I would deliberately nuke 6 of my homeworlds.
Wow, glad to hear it.  Any game that ends in a 30-ish minute chaos spiral ending with nuked human homeworlds but still a human victory... is a good game :)
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Offline Bognor

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #33 on: May 28, 2013, 10:06:49 am »
2. Very, very small bonus to ultra heavy
...
but give more bonuses to its damage (ultra heavy)
Do you mean heavy?  The Fallen Spire ships (Spire Frigate through Spire Super Dreadnought) all have heavy hulls, not ultra heavy.
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Offline chemical_art

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #34 on: May 28, 2013, 10:26:23 am »
2. Very, very small bonus to ultra heavy
...
but give more bonuses to its damage (ultra heavy)
Do you mean heavy?  The Fallen Spire ships (Spire Frigate through Spire Super Dreadnought) all have heavy hulls, not ultra heavy.

I guess that includes heavy as well.


It does seem...weird...that the strongest units the player can don't have the ultra-heavy hull, but if so then heavy included as well.
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Offline Bognor

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #35 on: May 28, 2013, 10:46:39 am »
2. Very, very small bonus to ultra heavy
...
but give more bonuses to its damage (ultra heavy)
Do you mean heavy?  The Fallen Spire ships (Spire Frigate through Spire Super Dreadnought) all have heavy hulls, not ultra heavy.

I guess that includes heavy as well.


It does seem...weird...that the strongest units the player can don't have the ultra-heavy hull, but if so then heavy included as well.
Meh, it differentiates them from golems, and keeps them consistent with Spire Frigates.  On my spreadsheet there are 18 player-ownable ships that get a bonus to heavy and 20 that get a bonus to ultra heavy, and the overlap is 16 ships (excluding drones).  Giving these guys a heavy bonus would help differentiate them from Raid Starships, which also shoot through shields and have a bonus against ultra heavy (but not heavy).
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Offline Aklyon

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #36 on: May 28, 2013, 10:54:10 am »
Might just be me comparing it to the wrong thing, but the lightning torpedoes seem to have a rather short effective range (200k less health and 10 sec shorter attrition time compared to neinzul enclave drones, along with 30 less speed) compared to their gigantic target seek range. I watched them during this first wave and then made the attached image.

Offline keith.lamothe

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #37 on: May 28, 2013, 10:57:18 am »
Might just be me comparing it to the wrong thing, but the lightning torpedoes seem to have a rather short effective range (200k less health and 10 sec shorter attrition time compared to neinzul enclave drones, along with 30 less speed) compared to their gigantic target seek range. I watched them during this first wave and then made the attached image.
Yea, I messed with their speed a lot.  I could just make their self-attrit time 30 seconds or whatever works.  I don't want them to be much faster as the idea is that they can actually be shot down (unlike, say, tackle drones).
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Offline Aklyon

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #38 on: May 28, 2013, 11:06:35 am »
Something that gives them a more range would help. An artillery hull with no-cloaking seems like the kind of thing that whatever its firing should get a bit further than that.

Offline chemical_art

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #39 on: May 28, 2013, 12:13:42 pm »

Meh, it differentiates them from golems, and keeps them consistent with Spire Frigates.  On my spreadsheet there are 18 player-ownable ships that get a bonus to heavy and 20 that get a bonus to ultra heavy, and the overlap is 16 ships (excluding drones).  Giving these guys a heavy bonus would help differentiate them from Raid Starships, which also shoot through shields and have a bonus against ultra heavy (but not heavy).

Ah I see, that's fine.

Yep, so something like a 1.2 multiplier for heavy and ultra heavy would be nice. I want it not so much that I feel it needs the extra damage (base dps can go down to compensate) I do it more so that its auto targeting hits bigger craft and so that it better conveys its role as anti-capital ship. The description wouldn't need to be changed then either.

I'm still mulling over if it should have the "is it large?" flag, so it can't fire upon most fleetships. I like it because it ensures that without micro it will always hit the largest target. It's rate of fire wouldn't have to change due to caps either, actually, because its targets would be the same regardless of cap. However, there are few cases where you would want it to shoot at smaller things, for example an AI forcefield with a bunch of units under it so your raider can't attack it.

I'm actually starting to lean on it having the "is it large?" flag because it prevents so much micro. I would appreciate that far more often then those rare edge cases where I couldn't hit targets under shields. It's not like the starship can't join your starship fleet and use its heavy attacks to bring down the shield itself after all.
« Last Edit: May 28, 2013, 12:16:23 pm by chemical_art »
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Offline LordSloth

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #40 on: May 29, 2013, 12:23:25 am »
I just set up a few games with the Gravity Driller AI type (in primary, secondary, solo roles), and I'm only getting about 10-14 grav drills to an AI on an 80 star map. I seem to remember them being a lot more dense than this.

I'd mistakenly set up a ticket thinking that it hadn't spawned ANY grav drills thanks to some dual ai type conflict, but five minutes later I thought to doublecheck on full visibility, sorry.
« Last Edit: May 29, 2013, 12:28:13 am by LordSloth »

Offline keith.lamothe

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Re: AI War Beta 6.033-6.034 "Bonus Tricks" Released!
« Reply #41 on: May 29, 2013, 10:49:33 am »
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