Author Topic: Prerelease 1.011O (Forcefield Tweaks, More Upper-Level Difficulty Tiers)  (Read 12337 times)

Offline darke

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Random Bug: Start a game. Hit pause. Quit to main menu. Game refuses to respond to input until you kill it via task manager and start again. :)


Offline Revenantus

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Random Bug: Start a game. Hit pause. Quit to main menu. Game refuses to respond to input until you kill it via task manager and start again. :)



Hmm, I can't duplicate this.

Offline eRe4s3r

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Random Bug: Start a game. Hit pause. Quit to main menu. Game refuses to respond to input until you kill it via task manager and start again. :)



I cant duplicate this either , maybe background application hogging focus or somesuch..
(lol, could i have expressed it any more confusing/EDIT)

Also, i am not amused that my deep neutering tactic is planned to be nerfed! ;p By the way - with this tactic one can limit the ai to 250 ships at each planet - making it a piece of cake to plunge through them later, or cap them when its time for it.

Also here is a bug, but i am pretty sure there is no easy fix, short of doing some sort of collision calculations, which are probably impossible without killing of lower cpu tiers.

I call this "Blob Forming"
Step 1 - Select all your ships
Step 2 - Move click in the center of that formation repeatable
Step 3 - You now have a blob with immensely tight Fire arcs, (which means you have a very concentrated fire, which is VERY effective for above deep raid neutering (less of a surface to attack means stuff has less chances to fire at me)
Step 4 - once tightness is achieved you have to quickly give move orders

"Blob Warping"
Side effect - You can instant warp up to 2000 Ships through a wormhole, and they ALL come out the same time (Now you know how i lost 1200 ships in 10 seconds ;p)

Edit: And Kudos to X for seeing instantly the AI Abuse when the AI continues reinforcing these planets ;p

"Blob Dancing"
Edit2: Also, one can do a Blob Dance around fortresses (or anything, really) (quickly going in to let all bombers fire then drop out, repeat once bombers have recharged) Due to the tight blob ALL bombers fire at once - i managed to kill shields with a single salvo without even coming in range of any defenses due to blob microing

(By the way - i would consider this abusive because there is no way that blobbing all ships together is going to give you that advantage in a 3d space. You would have 1 huge line of ships on the Z axis with barely 1% of them even being in fire range)

I propose a solution to this - give all weapons of the AI small splash (enough to damage all ships in a tight blob, but not enough to have any other "side effect"
« Last Edit: July 30, 2009, 09:04:20 am by eRe4s3r »
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Offline x4000

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Random Bug: Start a game. Hit pause. Quit to main menu. Game refuses to respond to input until you kill it via task manager and start again. :)

Hmm, I can't duplicate this.

Me neither. Hmmm.  Let me know if you find any more information with it, though, darke.
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Offline x4000

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Also, i am not amused that my deep neutering tactic is planned to be nerfed! ;p By the way - with this tactic one can limit the ai to 250 ships at each planet - making it a piece of cake to plunge through them later, or cap them when its time for it.

Well, it's really 500 per planet, since there are two AIs.  But yeah, you can limit them pretty severely.  I can't make it so easy that you don't have any challenge left in the game with a tactic like that, though. ;)

I propose a solution to this - give all weapons of the AI small splash (enough to damage all ships in a tight blob, but not enough to have any other "side effect"

Wow, this is really cool.  This seems like an elegant solution to the problem, although of course really I'd like to make this work for both the AI and human players.  But this might cause a number of balance issues, especially when used against the AI.  I've made a topic for this so that we can discuss more:  http://arcengames.com/forums/index.php/board,11.0.html
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Offline x4000

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Version K, with a fix for the bug with the timers (retroactive, also):  http://www.arcengames.com/share/AIWar1011K.zip
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Offline x4000

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Offline darke

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Random Bug: Start a game. Hit pause. Quit to main menu. Game refuses to respond to input until you kill it via task manager and start again. :)

Hmm, I can't duplicate this.

Me neither. Hmmm.  Let me know if you find any more information with it, though, darke.

Strange. I can replicate it every time. It's been in the last few versions too, just I haven't been able to pinpoint what caused it. Maybe an update to a .NET thing on Vista64 broke something recently? Quite puzzling.

Offline Revenantus

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Could be, I'm on Vista32 here.

Offline x4000

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Are you hitting literally the Pause button on your keyboard, or the P key that actually pauses AI War?
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Offline darke

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Are you hitting literally the Pause button on your keyboard, or the P key that actually pauses AI War?

I'm using the "p key" to pause.

Offline x4000

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That is really strange...
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Offline eRe4s3r

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Thanks for the timer fix  ;D
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Offline x4000

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You bet. :)
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Offline eRe4s3r

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Just wanted to say - someone should have told me (or mentioned it in the tutorial) that placing turrets still well in range, but too far away from the wormhole when you use tractor beams means basically that 90% of your turrets have 0% chance to hit anything when ships are locked down close to the hole

The Tutorial / Wiki should clearly state to fortify wormholes not through far defenses but through extreme close short range and MRLS placement, as close as possible to the wormhole and your tractor beams to decrease miss chance - man i always wondered why my turrets didn't seem to work, now i noticed that all my MRLS turrets have 0% hit chance on anything that is coming out of the wormhole (yet they still shoot)

The bomber is about half way between fire range circle and turret

Bug or intended?  ???
http://img131.imageshack.us/img131/3584/ibeezconfuzed.jpg



I always placed my turrets this way because i wanted to catch runners that managed to pass the lock down with a bit more defensive fire

So - Bottom Line Turrets always as close as possible to the wormhole like this
http://img40.imageshack.us/img40/817/optimal.jpg

?
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