Author Topic: Prerelease 3.153 (More Knowledge Per Planet, Rebalancement Galore, Perf+)  (Read 5401 times)

Offline Junuxx

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... and a lot of things in that list (engineers, munitions boosting, etc) were leading to situations where excessive micro would give a superior result, which is obviously nonideal.

How about applying the same changes to Cloaker Starships?

Offline keith.lamothe

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Not sure if making the energy cost of anything 0 is wise, though, because then it becomes optimal to keep a full population alive at all times (I certainly will with cleanup/remain drones)
Yea, I was wondering that myself; my "cleanup crew" is always an integral part of any invasion, otherwise the AI just rebuilds those turrets way too fast... But basically it just removes some energy micro from the game while only reducing overall difficulty by a very moderate amount, which sounds good to me.
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Offline Adetia

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I cant comment on Dreadnaught K-increase, they seem pretty useless to me but 1500 is still cheap I guess.

I love Dreadnoughts. I think my favorite strategy (and personally my most effective) thus far has been a fleet with Z Bombards, Dreadnoughts, and all of the Fleet Starships. Once they all get into a system just roam around and kill everything while being out of range of turrets. Anything coming in range is usually dead before it gets there and if not, all of the fleet starships make quick work of them. Kinda sucks early game due to the cost of bombards but very strong once your economy can support it.

Offline Buttons840

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This is getting a little suspicious.  I think the devs must actually be playing the game from time to time rather than developing like they should....

 ;)

Offline keith.lamothe

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I think I've played about 10 hours of AI War since late January ;)
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Offline Buttons840

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I think I've played about 10 hours of AI War since late January ;)

So half a game?

Offline RogueThunder

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I think I've played about 10 hours of AI War since late January ;)
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Offline Buttons840

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One change I've noticed is that every projectile that hits a force field produces an explosion sound.  I haven't noticed this before, and maybe it's a bug?


Whatever the case, I don't like it because the sound of my fighter swarm attacking a shield causes me to panic thinking that I'm losing hundreds of thousands of ships somewhere.

Offline superking

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One change I've noticed is that every projectile that hits a force field produces an explosion sound.  I haven't noticed this before, and maybe it's a bug?


Whatever the case, I don't like it because the sound of my fighter swarm attacking a shield causes me to panic thinking that I'm losing hundreds of thousands of ships somewhere.

sure that wasn't a flak cannon? incidently, flak cannon does need a unique sound imo, ship explosion sound is too disturbing

rubikscube

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biggest update since the starship 5x ( or transport nerf or knowledge nerf ;))boosting nerf :D


There just is too much to really understand so i will take the liberty of translating x's words

cool new cheat update (if anyone uses knowledge cheat, just let them be able to unlock everything or give them unlimited knowledge, saves time and if they really want to play fair, they will restrain from unlocking everything.)

2000 knowledge to 2500 knowledge per planet, really a big change, 25 % and will increase the use of "500 Knowledge" unlocks opposed to the full thousands (1000 2000) knowledge unlock like in the riot starship.

transports don't need to be unlocked

mrs has been terribly nerfed (terribly as in "a lot" not in bad) need more knowledge, has less health and costs more, though increases the use of my play it safe idea: using mrs as a rs (non mobile, ,keep on friendly planet only)

engineer drones less knowledge , less energy (XOMG AWESOME) other engineers no energy needed (kewl)

missle silo now needs a mk3 energy reactor when needed, though since the engineer buff, build more engineers and turn off when not needed (seriously, energy buff kinda too much, will increase too many engineers and the space dock vs engineer effiecieny question)

fortress and super fortress up by 2x (kinda dramatic)

now unlocking the must need flag ship is easier and the hardly used in early game spire starship is way harder , especially just for 2 ships that's worse than the zenith, but number is power ;)

riot more knowledge as it's awesome and NO MORE KNOWLEDGE NUMBERS WITH 250 YAY ;)


must need turrets need more knowledge (great since you get more per planet) grav turrets less knowledge now. the never used counter missle turrets nerfed a lot for more range but only deflects MISSLES  >:( if it was anything i would understand.


counter thingys range improved a lot. can cover more than a tractor beam

though cost more giving they are almost never used anyway besides counter sniper . ( I play with no trains  ;))

 leech starship health boost, other starship boosting range increase a lot.



rubikscube

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very big update, should be official version with so much content already. though must let the idea sink to us, oppose all official version made within 2 weeks.

(just saying, big updates always have bigger issues, so i'm not very surprised if 3.154 was here tomorrow) actually, all knowledge nerfs is the same when you count per planet knowledge now.

Offline lanstro

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Cool changes.  Less micro is good.

rubikscube

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motherload release! I'm just about liking everything I see here, especially the munition/shield boost changes

engineer change sounds good
Not sure if making the energy cost of anything 0 is wise, though, because then it becomes optimal to keep a full population alive at all times (I certainly will with cleanup/remain drones)

why the flagship 2000-->1000 change? these are incredi-good and probably worth 3000 (at least to my playstyle), esp now we get more knowlege

I cant comment on Dreadnaught K-increase, they seem pretty useless to me but 1500 is still cheap I guess.

cheaper rush to MK III MRL turret, good stuff  :)

MRS sounds good, they are certainly worth more than 2000

Quote
The attack power of the fortress has been halved, but the number of shots it gets has been quadrupled.

... 192 shots? christ
guessing this compensates for fragility to bombers then

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still wishlisting higher energy costs for ion cannons/mass drivers so impulse ships do more respectable damage :P
how does that do better to bombers? and mrs is a must need, like transports

rubikscube

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And i'm very surprised that the starting knowledge didn't change at all. I remember 10,000 was a lot compared to before: 1000, and now you get more knowledge per planet, even with the knowledge increase, you should decrease that 10 , 000 by  A LOT or at least reply why not.

no transport needed with more knowledge per planet =/= still 10 000 starting knowledge

Offline quickstix

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Current starting knowledge is fine I think, especially with harder knowledge raiding. Otherwise just getting the first few planets might be a bit difficult, especially if you're in a bad position.

Very interesting to watch all the knowledge changes, especially since k-raiding was such a huge part of my game. That's not to say I don't like them though, they've actually made raiding very interesting. All I used to do was dump a bunch of ships, build turrets, wait for knowledge, then leave. Now it's quite the investment.

Counter Turret changes are great too. I've started using them lately, but the range always felt lacking, especially given their low cap.

YOU HEAR THAT TURRET TRAINS, NO MORE BLOWING UP MY STUFF!