Author Topic: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)  (Read 20741 times)

Offline Fox Soul

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #75 on: August 23, 2010, 01:07:51 am »
It has been. :) Fox Soul must have loaded a save game from before the change, all his individual mines got turned into minefields. I had a save like that, and ended up 500 or so over cap.  ;D

Actually, I was with'en ship cap limits for minefields.
I don't usually make over 500 for mines per area before the change.

Also you can just make out 463 mines for the count on the planet.
They're just very compacted.
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Offline Rustayne

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #76 on: August 23, 2010, 05:44:32 am »
Wanted to give ya some feedback on the Seige Starships.  We tested a mk1 on a mk3 planet that we killed supply to.  It had 105 turrets on it, and a fortress.  The fortress, well it didn't survive long.  I think i counted 10-11 shots and it went poof. Was about 30 seconds or so. Most of the turrets followed suit except tractor beams.  I'm not sure if tractors are considered defense or not, but they didn't seem to really get a bonus to them.  A mk3 tractor loses 3% health per hit.  While this is respectable for 1 ship, when it hit the mk3 missile turret, it took 67%.  Hope these numbers help you out a little on the balance process.  Overall though, I love them.

Offline keith.lamothe

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #77 on: August 23, 2010, 08:03:52 am »
Thanks for the feedback on Sieges.  Sounds right on taking down the fortress, etc (though if it was still in supply you'd have had to protect the Sieges or lose some).  Very weird on the tractor turrets, I thought they would be counted with all the other turrets in the bonuses.  Will look into that :)
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Offline orzelek

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #78 on: August 23, 2010, 09:25:35 am »
Tractor turrets are in separate category from long time. Units that kill other turrets do not murder tractors etc I noticed that even with bombers or tanks i think.

Offline keith.lamothe

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #79 on: August 23, 2010, 09:30:34 am »
Yea, I looked at the code and realized that.  Some ships do get bonuses against both.  Anyway, Sieges will have bonuses against tractor beam turrets in the next release.
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Offline orzelek

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #80 on: August 23, 2010, 09:32:26 am »
Do you think it would be possible to get a bit more range to sieges - unless you want some defence structures that are deliberately counters for sieges and have more range then them - like fortresses and clusters?

Offline keith.lamothe

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #81 on: August 23, 2010, 09:34:30 am »
Yea, the range on sieges compared to the ranges on fortresses and such is quite intentional; they're supposed to outrange a lot of defenses, but not all of them.  To take them against the biggies like fortresses you'll need to protect the sieges.
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Offline zebramatt

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #82 on: August 23, 2010, 09:50:41 am »
  • Do Hybrid Hive Nodes show up in the Planetary Intel?
  • Can they be added to the auto-target list for mobile military?

Offline keith.lamothe

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #83 on: August 23, 2010, 10:05:08 am »
  • Do Hybrid Hive Nodes show up in the Planetary Intel?
Yes, both "Hybrid Hives" and "Hybrid Facilities" show up in the list of ship counts.  There are also galaxy overlays displaying counts of them.
Quote
  • Can they be added to the auto-target list for mobile military?
I don't know why they wouldn't already be, but I'll check.
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Offline Spikey00

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #84 on: August 23, 2010, 05:23:46 pm »
Military Orbital desc.:

"...the higest mark version provides..."

EDIT:  Also, unrelated, but are cloaked ships supposed to be attacked like this?

Note the fighters and bombers there are attacking the said cloaked ships, but the teleport stations don't seem to be attacking them.

Apparently having a tachyon nearby isn't decloaking them, and they're not being destroyed either.
« Last Edit: August 23, 2010, 05:44:43 pm by Spikey00 »
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Offline quickstix

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #85 on: August 23, 2010, 07:39:12 pm »
This update made my minefield OP'ed.  :D

Best minefield ever.

Offline Spikey00

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #86 on: August 23, 2010, 08:53:44 pm »
Why do the II/III command station variants have the "cannot use wormhole" tag?  If this is for the enemy, should the economy variants have this?
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Offline Lancefighter

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #87 on: August 23, 2010, 08:55:06 pm »
I'm fairly sure those are cloaked tachyon emitters, and thus immune to minor electric there spikey
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Offline superking

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #88 on: August 24, 2010, 07:49:48 am »
do viral swarmers sent along with neinzul waves at higher AIP? at difficulty 9 I'm recieving waves of 6k ships at 10 AIP but these currently evaporate at the hands of 5 lightning turrets

Offline keith.lamothe

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #89 on: August 24, 2010, 08:36:53 am »
Viral swarmers are only ever spawned by viral clusters, since they aren't actually a "real" ship type, just a one-off like the Neinzul Bomber.  So they won't be part of waves.

For that matter they actually don't absorb electric attacks yet, that will come later ;)
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