Author Topic: Subspace Signals  (Read 3174 times)

Offline Echo35

  • Master Member Mark II
  • *****
  • Posts: 1,703
  • More turrets! MORE TURRETS!
Subspace Signals
« on: December 14, 2010, 12:23:00 am »
So what happens if we destroy the sub-space signals? ;D

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Subspace Signals
« Reply #1 on: December 14, 2010, 12:31:39 am »
its permacloaked and friendly...  >.>

I guess maybe attrition? <.<
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Echo35

  • Master Member Mark II
  • *****
  • Posts: 1,703
  • More turrets! MORE TURRETS!
Re: Subspace Signals
« Reply #2 on: December 14, 2010, 12:33:54 am »
its permacloaked and friendly...  >.>

I can definitely still see it though. Shows up as an object with the old control node graphic and Mk. V. In fact I have my Scout flying around it right now. I think when I take that planet I'm going to find a way to kill it and see if the game explodes.

EDIT: Actually scratch that. When I drag select it, it shows up as an enemy. Now I just need to get a Tachyon Missile in here and I'm good.
« Last Edit: December 14, 2010, 12:38:08 am by Echo35 »

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Subspace Signals
« Reply #3 on: December 14, 2010, 12:42:35 am »
yeah :p i meant hostile attrition.. which it doesnt seem to be immune to. Remind me to try a double-attritter ai sometime..
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Echo35

  • Master Member Mark II
  • *****
  • Posts: 1,703
  • More turrets! MORE TURRETS!
Re: Subspace Signals
« Reply #4 on: December 14, 2010, 12:44:02 am »
yeah :p i meant hostile attrition.. which it doesnt seem to be immune to. Remind me to try a double-attritter ai sometime..

Ah, I see. Well there are Spire Asteroids on this planet. I could attrit it myself ><

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Subspace Signals
« Reply #5 on: December 14, 2010, 08:03:38 am »
So what happens if we destroy the sub-space signals? ;D
Roughly the same thing as firing a chaingun at your foot :)
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 ShadowOTE

  • Hero Member
  • *****
  • Posts: 517
Re: Subspace Signals
« Reply #6 on: December 14, 2010, 10:39:06 am »
So what happens if we destroy the sub-space signals? ;D
Roughly the same thing as firing a chaingun at your foot :)

IT ONLY HAPPENED ONCE!!!  :o

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Subspace Signals
« Reply #7 on: December 14, 2010, 01:30:18 pm »
You must destroy the heathen who encroaches upon your territory!
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline Echo35

  • Master Member Mark II
  • *****
  • Posts: 1,703
  • More turrets! MORE TURRETS!
Re: Subspace Signals
« Reply #8 on: December 14, 2010, 10:20:37 pm »
So what happens if we destroy the sub-space signals? ;D
Roughly the same thing as firing a chaingun at your foot :)

Oh well now I HAVE to do it. I just need to build my fleet strength up enough to attack that planet and then I shall destroy it!

EDIT: Neutron Armor! Where are my Cutlasses...

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Subspace Signals
« Reply #9 on: December 14, 2010, 10:26:53 pm »
It doesn't do anything special other than prevent further progress on the Fallen Spire stuff ;)

And you needn't look far, one spawns on your homeworld at the start of the game if FS is enabled.
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 Echo35

  • Master Member Mark II
  • *****
  • Posts: 1,703
  • More turrets! MORE TURRETS!
Re: Subspace Signals
« Reply #10 on: December 14, 2010, 10:33:03 pm »
And you needn't look far, one spawns on your homeworld at the start of the game if FS is enabled.

Yeah, I just didn't think you were supposed to be able to actually see them.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Subspace Signals
« Reply #11 on: December 14, 2010, 10:50:02 pm »
No, you're not supposed to see them, and I figured that the EnemyToAll minor faction flag would work for that, but since it shares a player number with the first human players no such luck ;)  I guess I can try giving it AIAlly but then it'll show as a hostile in other contexts, etc.

I'll probably just have to add a new "please don't draw this ever" flag ;)
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 MaxAstro

  • Sr. Member Mark II
  • ****
  • Posts: 345
  • Love, Peace, and Calvinball
Re: Subspace Signals
« Reply #12 on: December 14, 2010, 11:07:54 pm »
Speaking of, there should probably be some sort of "thou hath f***ed it" message that triggers if you fail a Fallen Spire quest to let you know that you don't get a second chance (do you?  As far as I could tell if you lose the initial shard the quest just terminates...).

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Subspace Signals
« Reply #13 on: December 14, 2010, 11:15:17 pm »
if you lose a shard at any point, your screwed.

if you lose a city at any point before you can build more.. your screwed.

Assume that the loss of anything spire related results in.. you lose :p
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Echo35

  • Master Member Mark II
  • *****
  • Posts: 1,703
  • More turrets! MORE TURRETS!
Re: Subspace Signals
« Reply #14 on: December 15, 2010, 12:11:46 am »
Assume that the loss of anything spire related results in.. you lose :p

You're playing AI War... you lose.