Author Topic: Exo wave mevement speed?  (Read 2404 times)

Offline LintMan

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Exo wave mevement speed?
« on: February 21, 2012, 10:20:57 pm »
In the latest patch notes it mentions something about exo waves all moving at the speed of the lead ship.  I hadn't quite picked up on this, but I wonder if it has something to do with what I just noticed, which is that some attack waves I've seem to ignore gravity turrets.   (Mixed groups of ships - frigates and bombers, etc; not just gravity immune ships).  I haven't used grav turrets since pre-2.0, so I don't know if this is expected behavior.

So, is that the case?  Does the lead ship being immune to grav make the whole group immune?  Or are they always immune?  Does killing the lead ship change the speed the group moves at?

Offline Wanderer

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Re: Exo wave mevement speed?
« Reply #1 on: February 21, 2012, 10:40:48 pm »
In the latest patch notes it mentions something about exo waves all moving at the speed of the lead ship.  I hadn't quite picked up on this, but I wonder if it has something to do with what I just noticed, which is that some attack waves I've seem to ignore gravity turrets.   (Mixed groups of ships - frigates and bombers, etc; not just gravity immune ships).  I haven't used grav turrets since pre-2.0, so I don't know if this is expected behavior.

So, is that the case?  Does the lead ship being immune to grav make the whole group immune?  Or are they always immune?  Does killing the lead ship change the speed the group moves at?
Correct, the lead ship passes on its bonuses and speed.  Killing the lead ship removes all those bonuses, so everyone goes back to what they're supposed to be.
... and then we'll have cake.

Offline Hearteater

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Re: Exo wave mevement speed?
« Reply #2 on: February 21, 2012, 11:24:32 pm »
You'll be thrilled to know if the lead ship ignores Force Fields, so do all its buddies.

Offline LintMan

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Re: Exo wave mevement speed?
« Reply #3 on: February 21, 2012, 11:38:40 pm »
Thanks, guys.

Correct, the lead ship passes on its bonuses and speed.

What kind of bonuses?  All of them?!?  Including hull damage bonues and weapon immunities?!?
 

You'll be thrilled to know if the lead ship ignores Force Fields, so do all its buddies.

Yikes!  I'll be hiding under that rock in the corner, now.   :'(

Offline TechSY730

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Re: Exo wave mevement speed?
« Reply #4 on: February 21, 2012, 11:41:21 pm »
You'll be thrilled to know if the lead ship ignores Force Fields, so do all its buddies.

Actually, I'm pretty sure that is not true.
It's buddies I think are given the ability to pass through forcefields if the lead can, but I don't think they can shoot through it unless they individually have an immunity to forcefields.

Offline Wanderer

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Re: Exo wave mevement speed?
« Reply #5 on: February 22, 2012, 12:38:02 am »
You'll be thrilled to know if the lead ship ignores Force Fields, so do all its buddies.

Actually, I'm pretty sure that is not true.
It's buddies I think are given the ability to pass through forcefields if the lead can, but I don't think they can shoot through it unless they individually have an immunity to forcefields.

Yeah, it's just the movement based abilities.  Like ignore gravity, pass through ffs, etc.
... and then we'll have cake.

Offline Eternaly_Lost

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Re: Exo wave mevement speed?
« Reply #6 on: February 22, 2012, 12:53:02 am »
You'll be thrilled to know if the lead ship ignores Force Fields, so do all its buddies.

Actually, I'm pretty sure that is not true.
It's buddies I think are given the ability to pass through forcefields if the lead can, but I don't think they can shoot through it unless they individually have an immunity to forcefields.

Yeah, it's just the movement based abilities.  Like ignore gravity, pass through ffs, etc.

Odd, I never seen that happen before, but I wonder if it because I often play with enough homeworlds so that the Leadship is always a Hunter Killer, Golem or Spirecraft. I heard a rumor that they could be a Mothership, but I have yet to see one.

Offline Wanderer

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Re: Exo wave mevement speed?
« Reply #7 on: February 22, 2012, 01:09:55 am »
You'll be thrilled to know if the lead ship ignores Force Fields, so do all its buddies.

Actually, I'm pretty sure that is not true.
It's buddies I think are given the ability to pass through forcefields if the lead can, but I don't think they can shoot through it unless they individually have an immunity to forcefields.

Yeah, it's just the movement based abilities.  Like ignore gravity, pass through ffs, etc.

Odd, I never seen that happen before, but I wonder if it because I often play with enough homeworlds so that the Leadship is always a Hunter Killer, Golem or Spirecraft. I heard a rumor that they could be a Mothership, but I have yet to see one.

Almost all of the 'lead ship' options don't ignore FFs, which is nice.  If you read through the AAR "Insanity of Difficulty", you'll notice I had AIP through the roof on a Fallen Spire game and still didn't get Motherships as Exo leads except for defensive exos.  Another game of mine had AIP through the ceiling with 3 full hubs and 8 homeworlds built out and still couldn't get a mothership exo (I did end up just falling apart due to attrition, maybe I'll go back to that one some day). A few Dozen H/Ks, but no motherships.
... and then we'll have cake.

Offline Eternaly_Lost

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Re: Exo wave mevement speed?
« Reply #8 on: February 22, 2012, 01:20:16 am »
You'll be thrilled to know if the lead ship ignores Force Fields, so do all its buddies.

Actually, I'm pretty sure that is not true.
It's buddies I think are given the ability to pass through forcefields if the lead can, but I don't think they can shoot through it unless they individually have an immunity to forcefields.

Yeah, it's just the movement based abilities.  Like ignore gravity, pass through ffs, etc.

Odd, I never seen that happen before, but I wonder if it because I often play with enough homeworlds so that the Leadship is always a Hunter Killer, Golem or Spirecraft. I heard a rumor that they could be a Mothership, but I have yet to see one.

Almost all of the 'lead ship' options don't ignore FFs, which is nice.  If you read through the AAR "Insanity of Difficulty", you'll notice I had AIP through the roof on a Fallen Spire game and still didn't get Motherships as Exo leads except for defensive exos.  Another game of mine had AIP through the ceiling with 3 full hubs and 8 homeworlds built out and still couldn't get a mothership exo (I did end up just falling apart due to attrition, maybe I'll go back to that one some day). A few Dozen H/Ks, but no motherships.

Yea, that where I heard that Motherships could be selected for EXO waves. I personally have had EXO waves with 35 Hunter killers (about equal accross the marks), but never had a mother ship, and that game was the one where I was trying to maximize cities. So it was on a 120 Snake map. I got to just outside the first homeworld before I triggered the final shard, and spent the next 7 or so hours just looking up at the game every half hour to see if it had ended yet. That was pre patch on making them better, but even as large as the Hunter Killer groups go, I never saw a Mothership even near the end unless the fleet hopped onto the homeworld and spawned one for a brief second. One of these days I have to see if I really max the Spire cities with the max Homeworld on a 120 snake map what decideds to come knocking in a standard Exo Wave.

Offline Solarity

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Re: Exo wave mevement speed?
« Reply #9 on: February 22, 2012, 04:30:44 am »
Quote
One of these days I have to see if I really max the Spire cities with the max Home world on a 120 snake map what decides to come knocking in a standard Exo Wave.

Pain is what comes knocking on the door, and in bucket loads.

My current game is 40 hours long, fallen spire, 10 / 10 and 8 home worlds..  Started it months ago but only get to play an hour or so a week.  Last night I built a galactic capital.  Needless to say the AI was not so happy about this.

Not.

One.

Bit.

I have 2 worlds that the exos much pass through before they hit the main fortress world.  Of the turrets I have unlocked, all are capped out, I have 16 MK3 fortresses, 3 Super fortresses, maybe 200 spire warships, 1 artillery golem, 2 cursed golems, 1 botnet, 1 hive and nearly 5000 fleet ships.  I also have a planetary armour booster and remover, a counter spy, black hole machine and a radar dampener MK2 thing, I don’t remember the correct name off.   On the final wormhole leading deep into my system I have a full cap of all hardened force fields.

Fallen Spire Exo goes live -  1350  massive ships, nearly 200,000 FP.

Oh Crap.

70 or 80 HKs are NOT fun.  But then again neither are hundreds off armoured golems, black widows, and regens.

Several save scums later, I defeat the waves and have to chase down 6 HKs and 2 armoured golems that broke through everything, lost 6 planets.  Now I have to rebuild everything in time for the next Exo.

My question however, now that I have built the galactic capital, will the remaining exos all be the same, or was this a once off because I built the capital?

Offline Eternaly_Lost

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Re: Exo wave mevement speed?
« Reply #10 on: February 22, 2012, 04:45:15 am »

My question however, now that I have built the galactic capital, will the remaining exos all be the same, or was this a once off because I built the capital?

In my experiences it goes big wave when you put it up, then it just acts like another city, so the other waves will be slightly larger then when you had only the 5 cities.
« Last Edit: February 22, 2012, 05:19:52 am by Eternaly_Lost »

Offline Solarity

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Re: Exo wave mevement speed?
« Reply #11 on: February 22, 2012, 04:50:44 am »
Ok, I feel slightly better then, on with retrieving the power source for the subspace transiever thingy mabob

Offline TechSY730

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Re: Exo wave mevement speed?
« Reply #12 on: February 22, 2012, 09:43:42 am »
Just as a note, Motherships are HORRENDOUSLY expensive in exo-points. Like, several dozen Hunter-killers expensive IIRC.
As such, it's rare that you will ever see them except for when they save up exo-points for a "last resort" defense during the Spire campaign.

You might see them in normal exos if you do something silly like have 8+ homeworlds, give the AI a handicap and have the AI at a 9+ difficulty.

Offline keith.lamothe

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Re: Exo wave mevement speed?
« Reply #13 on: February 22, 2012, 09:54:53 am »
70 or 80 HKs
My first laugh-out-loud moment of the day, thank you :)

Congrats on survivng that, with anything.

By the way, I genuinely do not remember making immune-to-ff's be "inherited" from the lead ship.  Even immunity to gravity is not per-se inherited, it's just that gravity is ignored for the purposes of snapping the follower speed to lead ship speed +5.  So, if someone has a save of a non-ff-immune ship being made ff-immune (in any circumstance, really, but I'm thinking of exos) I would like to see it.

On the mothership vs h/k exo costs:

Code: [Select]
            SetReferenceCost( EventAttackTier.Dreadnought, EventAttackSubTier.Heavy, 32768 ); // HK I
            SetReferenceCost( EventAttackTier.Mauler, EventAttackSubTier.Light, 65536 ); // HK II
            SetReferenceCost( EventAttackTier.Mauler, EventAttackSubTier.Medium, 98304 ); // HK III
            SetReferenceCost( EventAttackTier.Mauler, EventAttackSubTier.Heavy, 131702 ); // HK IV
            SetReferenceCost( EventAttackTier.Planetoid, EventAttackSubTier.Light, 262144 ); // HKV / Mothership
So basically one Mothership = 8 MkI HKs, cost-wise.
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Offline TechSY730

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Re: Exo wave mevement speed?
« Reply #14 on: February 22, 2012, 10:00:17 am »
On the mothership vs h/k exo costs:

Code: [Select]
            SetReferenceCost( EventAttackTier.Dreadnought, EventAttackSubTier.Heavy, 32768 ); // HK I
            SetReferenceCost( EventAttackTier.Mauler, EventAttackSubTier.Light, 65536 ); // HK II
            SetReferenceCost( EventAttackTier.Mauler, EventAttackSubTier.Medium, 98304 ); // HK III
            SetReferenceCost( EventAttackTier.Mauler, EventAttackSubTier.Heavy, 131702 ); // HK IV
            SetReferenceCost( EventAttackTier.Planetoid, EventAttackSubTier.Light, 262144 ); // HKV / Mothership
So basically one Mothership = 8 MkI HKs, cost-wise.

Not at expensive as I thought, but still ludicrously expensive.

But how much do H/K Mk. V cost?