Author Topic: Prerelease 3.100 (Transport balance, AI reinforcement nerf, AI home planet nerf)  (Read 6997 times)

Offline WinterBorn

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[snip]

Is there any way I can pay more money for AI War or something because this level of post-release support is phenomenal. I've never seen anything close.


Buy more copies of the game and give them to friends who have liked the trial. You win with more coop opportunities, they win by getting a great game

TY

Offline Kjara

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I like the general idea of the slowing, but I think it needs a bit of tweaking yeah.  Giving the player a bit more room to maneuver scouts without slowdown would be nice, and going to 70k or so might be enough for that.  Then again, I wouldn't be that against something like 60k> => <32, 80k> => <16, 100k> <= <8 to start slowing down the transports quicker, but still give scouts a decent amount of speed in the 60-80k range.  Since most fleet ships are <32 anyhow, this would give the player the 60-80k range to maneuver in without slowdown in most cases as well.

Offline x4000

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I like the general idea of the slowing, but I think it needs a bit of tweaking yeah.  Giving the player a bit more room to maneuver scouts without slowdown would be nice, and going to 70k or so might be enough for that.  Then again, I wouldn't be that against something like 60k> => <32, 80k> => <16, 100k> <= <8 to start slowing down the transports quicker, but still give scouts a decent amount of speed in the 60-80k range.  Since most fleet ships are <32 anyhow, this would give the player the 60-80k range to maneuver in without slowdown in most cases as well.

That seems reasonable to me.  Thoughts of others?
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Offline keith.lamothe

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Yea, I think 60-80 (or maybe 60-70) being cap-32 would be a good middle ground.
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Offline jonasan

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hey guys,

great update as usual, like everyone else i am amazed and extremely grateful for the ongoing support, the game feals like its eveolving before my eyes.

AI War is definately my favourite game since half-life 2. thank you so very very much.

love loading up starships in transports - slight glitch though with the riot control starships - when they load into the transport they leave their modular addons floating in mid space, and then they jump and reconnect once the transport is unloaded!

not killing my game at all so no rush on this one. cheers



Offline keith.lamothe

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Ah, I should have seen that coming with the Riot modules :)

I actually recall thinking when making that ship "what if it loads into a-oh, Starships don't fit in transports".
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Offline x4000

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:)

Great catch, jonasan, and welcome to the forums!  Thanks so much for the kind words, also.  Very glad to see how much people are enjoying the game.  HL2 is a favorite of mine, too, so that's definitely high praise.
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Offline eRe4s3r

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Do the turrets remain and do they still fire? because if they do.. that'd be awesome ;P
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Offline jonasan

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yeah just found that out - if the riots are loaded into a transport while still in range of the enemy they will keep on firing while the ship sits safely inside the transport. i'm not exploiting it ... but it made me laugh

keep up the good work

Offline jonasan

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one more little one for you. the zenith trader options give descriptions of all the different things you can build with their help - but next to the name it gives a reading of number in service and currently it is listing the AI owned as well as human, bunching them together.

so for Ion Cannon MK2 I get "5 out 3 in service" - when i dont own any yet
and for Counter-Spy i get "38 out of 3" - playing against a counter spy it seems

drop the AI count out so the trader just lists items installed on human planets?

Offline x4000

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Yep, that one is a known issue that we just haven't quite gotten to yet.  Thanks!
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Offline FrostyThePyro

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can you apply % based speed penalties?  So first penalty will be 25% slower, second penalty 66% slower, and the final penatly will be speed of 1 (as current). 

Offline x4000

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can you apply % based speed penalties?  So first penalty will be 25% slower, second penalty 66% slower, and the final penatly will be speed of 1 (as current). 

We could, but it would eat up some serious CPU cycles, given how the math for that would need to work (or require some time consuming extra coding for little gain, in my mind).  That's why I didn't go that route, but my initial thought was the same as yours.
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Offline Kryzite

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Excellent changes, going to get my cousin in on the game when hes up here next month.

~Kryzite

Offline ShadowOTE

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Ooh, opportunity for 4 player games!