Author Topic: Prerelease 1.011O (Forcefield Tweaks, More Upper-Level Difficulty Tiers)  (Read 12336 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Ah - Shields - Bummer  :o Yesh Sir, i am still noob! ;p

So its not actually a miss chance but a display that the shots can't breach the shield from that far away

Ah, now i understand why i am supposed to position cruisers there - i never noticed that they are super effective against shielded bombers before heh..

And snipers as well - thats what i get for not reading that long text to the end

Putting my turrets like the optimal pic solved the to hit problem - now everything is shredded again, and i need LESS TURRETS ;p Duh ^^ Man sometimes one has to RTFM
« Last Edit: July 30, 2009, 12:31:37 pm by eRe4s3r »
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Glad I could help.:D

Also, there's a new version M out:  http://www.arcengames.com/share/AIWar1011M.zip  The only way I can think of to get your blobbing effect with this is by giving attack targets (or maybe repeated wormhole targets, but probably not).  But see what you can do. :)

This does add more CPU overhead, but I'm doing it in a scheduled fashion so that it doesn't really add more to the CPU requirements, but rather just takes away some CPU time from the autotargeting.  This seems a worthwhile trade to me; the autotargeting is still plenty fast, and this was a pretty big exploit (plus, now ships look more formidable when all moving together at long distances on one planet, a minor nicety).
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Well, i can't get a blob anymore - and it looks wicked sick to turn a large formation mid movement completely around .. so uh, i do not know how but you seem to have solved it, does this apply to AI movement as well?

Actually theres a fairly heavy FPS hit when you hit Ctrl (to display target lines) and you got a lot of ships moving - but it doesn't really slow down much

Edit - Now its really tricky to bunch up the ships around wormholes though, the less ships it is the further they spread along a pie shaped form, very tricky to even position them near a wormhole... ehm yeah ;
« Last Edit: July 30, 2009, 02:40:24 pm by eRe4s3r »
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline Admiral

  • Hero Member
  • *****
  • Posts: 547
Look, I know you have nothing else to do so... I could like the following difficulty levels, please:

sqrt(55)
e^2.13
tan 84º

And just for the ultimate, pre-apocalyptic:

?^2

Thank you very much. The naming, I leave to my alien twin.

Offline Admiral

  • Hero Member
  • *****
  • Posts: 547
and i needed repair drones for knowledge raiding etc.... (and for emergency turret constructions) so if they ain't repairing they can boost, and therefor their cost is 0 in the efficiency calculation ^^ (Unless one builds them to boost construction of course)

I would absolutely love there to be a "free roaming boosting" mode for engineers.

Maybe when you put engineers - especially Engineers II/III - into boost production mode while holding V, they will cut out and repair things until they have nothing left to repair, then go back to boosting.

Cheers!

Offline Admiral

  • Hero Member
  • *****
  • Posts: 547
And in addition: destroy only the Warp Gate (and not the Orbital Station). Then leave the system (destroy any turrets that you may have parasited). This:
- saves 10 AI Progress
- ensures that all AI planets that border this system are repacified (they are no longer aware of your presence, and therefore no longer reinforce at a rapid rate).

I wish I knew about this before!!! Thanks.

Repacification. It's the new blue.

Offline Admiral

  • Hero Member
  • *****
  • Posts: 547
?^2

Evidently your forum software didn't like my greek letter lower case pi.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Well, i can't get a blob anymore - and it looks wicked sick to turn a large formation mid movement completely around .. so uh, i do not know how but you seem to have solved it, does this apply to AI movement as well?

Yes, this does apply to the AI as well, but it isn't likely to go into effect much with them.  This basically takes effect just when you are not attacking something or going through a wormhole, and the AI almost never moves that way (it is almost always headed for an attack target or a wormhole if it is moving at all).  So it is consistent between the players, but since the AI uses direct attack pursuit commands almost exclusively, it will seem a bit different between the two.

Actually theres a fairly heavy FPS hit when you hit Ctrl (to display target lines) and you got a lot of ships moving - but it doesn't really slow down much

Yeah, I was noticing that, too.  It's mostly notable when you have some 1,000+ ships selected.  Looking at it in past versions, this isn't any different between now and then.  I looked at various ways of making this more efficient, and I actually did make it a tiny bit more efficient, but there's just not a whole lot I can do with that to make it more efficient.  Even techniques like drawing fewer of the lines don't work, because there are just too many things to check so that the checking takes as much CPU cycles as the drawing of the lines would have taken GPU cycles.

Edit - Now its really tricky to bunch up the ships around wormholes though, the less ships it is the further they spread along a pie shaped form, very tricky to even position them near a wormhole... ehm yeah ;

Oh, wow, would you look at that!  I'll take care of it. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Look, I know you have nothing else to do so... I could like the following difficulty levels, please:

sqrt(55)
e^2.13
tan 84º

And just for the ultimate, pre-apocalyptic:

?^2

Thank you very much. The naming, I leave to my alien twin.

:)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
I would absolutely love there to be a "free roaming boosting" mode for engineers.

Maybe when you put engineers - especially Engineers II/III - into boost production mode while holding V, they will cut out and repair things until they have nothing left to repair, then go back to boosting.

That would be pretty difficult to do, with the current model.  What I could do is make engineers boost stuff when they don't have anything better to do, though.  Added to my short-term list.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Revenantus

  • Arcen Games Staff
  • Hero Member Mark III
  • *****
  • Posts: 1,063
Look, I know you have nothing else to do so... I could like the following difficulty levels, please:

sqrt(55)
e^2.13
tan 84º

And just for the ultimate, pre-apocalyptic:

?^2

Thank you very much. The naming, I leave to my alien twin.

These are good, Admiral, but we need to think about future proofing here.

I mean, let's be honest, just how many real numbers are there? Years from now, having fully explored the depths of the irrational difficulties, we don't want to be weeping for the lack of more AIs to conquer.

Now you might think that 10 is a real man's difficulty, but what about 10 + 5i? You wouldn't just have to be afraid of the ships that the AI actually has, but also 'all those thousands of ships that you're pretty sure are there but probably invisible or something' and, 'the neighbour you're pretty sure is actually controlled by the AI, so you'd better kidnap him to be safe'.

Frankly, the fact that I'm not yet selecting my AI difficulties using a Logarithmic Argand Diagram is evidence that this so called X is sorely lacking in innovative spirit. :D

Offline Haagenti

  • Sr. Member
  • ****
  • Posts: 322
Dear X,

I can currently beat the game at difficulty aleph-0. Please add more difficulty levels above it.

Haageekti
Nerfer of EtherJets, Lightning Turrets, Parasites, Raiders, Low Automatic Progress and Deep Raids (to name the most important)

Look on my works, ye Mighty, and despair!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Listen for the sound of one hand clapping, and then you'll know the new difficulties have arrived.  I'm surprised no one suggested the square root of -1 -- rookie oversight, for crying out loud.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Revenantus

  • Arcen Games Staff
  • Hero Member Mark III
  • *****
  • Posts: 1,063
Pfft, only just beaten the game on the lowest cardinality? :)

Good luck beating Aleph-Omega, let alone doing it with the 'Omniscient' AI modifier on.