Vampire Claw doesn't seem to set of the "command station is under attack" alarm. Possibly because it's a "melee" attack, or possibly because it sucks health?
Oh, great catch -- this is because it is a melee attack. The logic for that warning is in the code for when a shot hits a target ship, and in this case there are no targets.
You can thank one of those non-turtling turtle AI's for that. It sent it really early on, and I was quite confused as to where the "tinking" was coming from, after giving up searching around the wormholes eventually I ended up looking at my command station and there it was doing damage, but I wasn't getting any fog horns.
Also the AI-Turtle claims it will do not attacks on the players (as a consequence of having heavily defended systems, I assume it will still send warps), however I started with two AI-Turtles and within 2 minutes I had a large (30+) attack force in by base including at least one Tech IV (!?) bomber, and a few other Tech IV ships, though mostly Tech I's and II's.
I repeated it a couple more times and continued to get assorted Tech I and II ships in within the first couple of minutes, so I figure the last few changes to the way the AI stocks and attacks the players haven't taken into account that some of the AI's aren't supposed to.
Those are the "special forces" ships -- what the turtles won't do is send waves against you, but they still use special forces. Instead of waves, they reinforce their own planets.
Ah. Makes sense. I guess I must have had a Tech IV planet spawn right next to me and I got really unlucky...
Also enemy parasites seem to be able to parasite metal/crystal harvesters, which seems a little odd.
Yeah, you know, I've seen this a jillion times, but never thought to change it. It really should be changed, it's annoying as all get out to have to go and destroy those before the next harvesters can be rebuilt. Thanks!
Yeah. I managed to roll a random parasite AI (never had them before), when I had parasites also. Quite confused me for a bit.
Onto an odd question this time.
How does the +XX% affect the AI's?
I know with the player it adds extra crystal/metal/knowledge collection speed, though it doesn't increase the knowledge on a planet, nor increase the population limit of your ships (so it's actually a little "worse" then a literal +X%, but I digress), but the AI's doesn't seem to be so linear game-play wise.
For example I was expecting a +50% (me)/+30% (each AI) bonus to be about equal game-play wise, figuring they'd get more ships in spawns and get more ships in bases which would about double the "effective" value for each of them so I'd be playing against about a +60% boosted AI, compared to a +50% boosted myself. For most of the time it's felt a little more difficult (not by an entire AI level, but maybe about half an AI level?), but in the latest few patches (probably about since 008?), I've found it really quite difficult to finish a game on planets 80.
So earlier today I dropped down to play a game a +0% all and found it about half the difficulty level of the +50/+30 game (but a heck of a lot slower at the beginning, I started using speed+1/2/3/4 again
), whereas I was expecting about an overall similar difficulty level, just more stuff faster. Maybe I just got lucky with the couple of +0/+0 games I started, but it feels like that I'd need somewhere in the range of +120% resources for myself just to go up against a pair of +30% AIs having it the same difficulty. Not to mention I don't think I'd even have a high enough population cap to go up against a +100% AI after I'd taken more then a couple of planets, let alone a +300% one!
It just feels like there's geometric or N^2 growth kicking in somewhere, for example if the AI is not only getting +30% ships in a wave, but the waves are happening +30% more often, so that ends up being a +90% increase in ships overall. The player's version seems to avoid this since it doesn't seem to affect ship production speed, but I guess I noticed this since about the time the wormhole reinforcing started, which seems to bump up the ships a lot.
Also random quirk I noticed in your timers/percent gauges; you're not adding +0.5 before flooring the value. Things like the "time remaining to build" never start on the max time, but one second before, and they sit on 00:00 for a second before they are "finished".
Also a minor scratch on the paint turns a 100% MegaBattleShipOfDoom into a 99% MegaBattleShipOfDoom, and it sits there at 0% health for a long time before being finished off as well.
Total nit pick, but I found it amusing.