Author Topic: Suggestions  (Read 60531 times)

Offline Revenantus

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Re: Suggestions
« Reply #120 on: July 19, 2009, 08:20:25 pm »
Hi Konami,

Welcome to the forum! Glad to hear that you're enjoying the game.

Be sure to check out the Official AI War Wiki as it contains lots of useful tips and explanations of the game mechanics. You can also view our nascent Community Wiki for some extra information, though it's still a tad bare bones at the moment.

Build Templates:

Firstly apologies if this has been said suggested already, even more so if it's already implemented.  Early on and when taking new planets, building turrets around wormholes can be a little tiresome when you're just doing the same couple of them, while it doesn't take too long to do it be nice if I could have created couple of templates of defence and just paste those around every wormhole. Be a nice time saver and allow me more time to focus on my cake...err I mean tactics. Might be able to make my bases look a little neater too.  ;D.

I think this is a really interesting idea. The game's sole developer, x4000, is actually away this week and so it may take him a bit longer than usual to respond but I certainly think this is worth discussing. Also, the ability to 'refill' just the missing parts of a template would make replacing defenses much more efficient.

Offline Konami

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Re: Suggestions
« Reply #121 on: July 19, 2009, 09:21:15 pm »
Hi Konami,

Welcome to the forum! Glad to hear that you're enjoying the game.

Be sure to check out the Official AI War Wiki as it contains lots of useful tips and explanations of the game mechanics. You can also view our nascent Community Wiki for some extra information, though it's still a tad bare bones at the moment.


Thanks for the welcome and for the two links, I had already visited the Official wiki but thanks for the reminder. Also think the "refill" for templates sounds great, I don't want be over zealous with suggestions. Especially as I didn't read through the whole thread and I've not been playing all that long. :)
« Last Edit: July 19, 2009, 09:29:37 pm by Konami »

Offline Admiral

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Re: Suggestions
« Reply #122 on: July 19, 2009, 09:41:04 pm »
Area Attack Orders
Free-roaming Grouped Defenders

I like these both a lot. I'd say more but alas, a splitting headache is keeping me down. Sorry, evil twin.

Cheers!

Offline Admiral

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Re: Suggestions
« Reply #123 on: July 19, 2009, 09:42:33 pm »
Build Templates:

And here I thought you meant: Have the ability to tell one Space Dock to copy the queue of another.

I'd also love a "build anything you can, one at a time, in whatever order you want" button, as that is my general method of using Space Docks in all but very specific circumstances.

Cheers!

Offline Revenantus

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Re: Suggestions
« Reply #124 on: July 19, 2009, 09:52:04 pm »
Build Templates:

And here I thought you meant: Have the ability to tell one Space Dock to copy the queue of another.

I'd also love a "build anything you can, one at a time, in whatever order you want" button, as that is my general method of using Space Docks in all but very specific circumstances.

Cheers!

True, the exception to this rule for me is bombers, which I generally assign exclusively so I can add the spacedock to my special Bomber Control Group, allowing me to give them specific targets. I'd like an "Add one of each ship type to the build queue option (excluding scouts)"

Many use a, "each Spacedock produces a single ship type", scheme. I generally advise against this as it guarantees that in times when resources are limited only the cheapest ships will be manufactured.

Ordering a dock to construct a multitude of ship types (often weighting some as 2x or 3x) seems to result in the most consistent ship mixes.

I am sorry to hear of your headache, though your insinuations that I am somehow the 'evil' one are unfounded. Now I'm just off to check that I'm still the top bidder on that Kryptonite...
« Last Edit: July 19, 2009, 09:56:01 pm by Revenantus »

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We need more command hotkeys
« Reply #125 on: July 20, 2009, 02:25:47 pm »
I don't think commands.txt is long enough. Especially the multi-key combos.

http://www.gamasutra.com/php-bin/news_index.php?story=24434

Enjoy!

Offline seonder

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Re: Suggestions
« Reply #126 on: July 23, 2009, 09:14:41 pm »
Hello all, i've just read some pages of this 3d, and I get an idea to put more tattics on this wonderfull game:i think that would be nice if will be added difference armour value of the ship Ex:front armour value, side AV, rear AV. Implementing this..flanking manouvre have reason to live, otherwise the game is just mass ur ships and send into the fight.

May be this idea is already in game, and I've said stupid thing, don't know, hope no ;D

Bye all

Offline Pandemic

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Re: Suggestions
« Reply #127 on: July 24, 2009, 08:00:30 pm »
More of a bug then a suggestion:

When you have enough energy to build one resource gatherer, you can build as many as you like :P. If you have 200 energy (the energy required to build 1 Metal Harvester), and you use the Ctrl + Click shortcut, it'll build as many as it can until it runs out of Chrystal, but completely ignores the Energy count, which allows you to go into negative Energy.


-Pandemic
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Offline Admiral

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Re: Suggestions
« Reply #128 on: July 24, 2009, 08:33:15 pm »
but completely ignores the Energy count, which allows you to go into negative Energy.

I'm guessing (for self-building units) the implementation does not take into account energy usage until something has completed construction.

Offline x4000

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Re: Suggestions
« Reply #129 on: July 25, 2009, 11:57:02 am »
First of all, great interview with techZing. I now know how to properly pronounce the name of your company (Did anyone else assume it was Ar-Sen?).

Thanks. :)

I found the discussion of Neural Networks enjoyable, as that's an area I'm interested in. Have you by chance heard of Galactic Arms Race? They use a type of Neural Network called a Compositional Pattern Producing Network and an Evolutionary Algorithm to automatically evolve new in game weapons based on player preference - the fitness function is a measure of how of much the weapon is used. Unfortunately, the game is poor, but the concept is highly innovative. There's a good explanation of how it all comes together on the site.

Very cool, I had not heard of the game, but that's very interesting.

As ever, I'm very impressed by how quickly you were able to develop the game's AI, and hope to continue to see it become increasingly powerful as time goes on.

Thanks -- that was a huge surprise to me, honestly.  I didn't think there was any way this game would be done so quickly, but then a lot of elements including the AI just came together pretty quickly earlier this year and it was ready.  I've never had that before with any other game I've worked on, or any other software product.  I definitely think the AI is something that will continue to evolve as we all find patterns or exploits and I add in more counters or other various logic.  Plus just having more and more new ship types and things to deal with in the galaxy should help on that front, too.

"So, when do you think AI will become sentient?" - At the current rate of development probably about version 1.2000 :D.

I'm currently playing a game against two moderate level 8 AIs - it's going well so far (*knocks on wood*).

Ahaha... well, it does a good job of simulating sentience, at any rate.  Good stuff with the level 8s!  I hope that the "un-massing" logic doesn't cause too much trouble with that.

Area Attack Orders

Please see this topic:  http://arcengames.com/forums/index.php/topic,370.0.html

I'd like to have any further discussion on this there, just to group it all together.  There was some other discussion in another forum post, but I've lost it.

Free-roaming Grouped Defenders

Added to the maybe list here:  http://arcengames.com/forums/index.php/board,8.0.html

Missiles
A method of ordering a lightning missile to detonate immediately upon exiting from a wormhole would be appreciated - when they emerge they usually scatter and are destroyed at the side of the AI's forces, causing minimum damage.

Somewhere else (maybe in this thread, I have not gone through it yet, people mentioned wanting the ability to go look at a planet that they can't see (and then they just see nothingness.  I think that's a cool thing to do, if they've ever scouted the planet.  Hopefully that will solve the problem, but if not then we can see what you prefer.

Missiles should not regenerate health, instead it should be possible to repair them - I'm not sure what the justification is for not being able to do so with missiles.

With all of the high-health ships, the regeneration is to keep them from attracting engineers and space tugs, etc.  It's mostly a balance thing with those items, especially since the regen rate works at a regular pace whereas the engineer repairs take tens of minutes to do on these because they are so much slower.

Missiles, especially the armored kind, should not provide scout intel, it is possible to scout out the entire map at the beginning of the game (resources permitting) using the indestructible armored missile.

Wow, whoops.  Added to my short-term list.

Missiles should be able to have their engines damaged.

You're thinking here of armored missiles, I take it.  The main thing is, I really wanted these all to be able to penetrate as far as the player needs them to, and having them be so easily stopped doesn't seem like a good thing to me.  Hmm.

Most missiles should require Knowledge points to unlock them - only the standard lightning missile should be available initially.

I feel like that's too much of a disincentive to use them.  The idea with missiles is that their unique costs are always AI Progress, rather than knowledge.  That makes them kind of a "brute force" option that you can use when all other options have failed, but you might make the situation even worse via AI Progress.

The AI is too reckless with its starships, it sends them into battle without support from smaller ships and does not attempt to retreat and repair them when they are in danger.

Very good point.  Added to my short-term list, I think that will make them a lot more dangerous with starships.

The AI does not react appropriately to missiles - AI ships only fire upon missiles when they come into range and do not pursue them. Missile detonations in an AI system do not alert the AI to the player's presence and hence it does not reinforce in anticipation of an attack.

Hmm.  This could be another cost of missiles -- basically, that AI ships will abandon guard posts and just attack missiles that are in their range.  Then if the missile is destroyed, or detonates without killing the pursuers, then the pursuers will attack the player.  As far as the alert level goes, I'm not sure I would want that to be affected by missile detonations.

You may recall that I promised to never discuss forcefield mechanics again, but I assure you that this idea is a figment of your imagination. Any post you may find to the contrary is similarly a sinister illusion.

No worries.  :D

The protection radius of the Forcefield Generators should be proportional to the amount of health that the forcefield has remaining, encouraging players to place the most valuable structures closest to the centre of the field. This is in response to the tactic of filling forcefields to the brim with turrets to blockade wormholes which I feel is slightly too effective. This would also allow a dual forcefield configuration in which the more damaged field would eventually shrink inside second field, allowing the two fields to effectively share the damage, instead of one being destroyed before the other has even taken a hit.

When constructed, forcefields should come online with only 70% of their maximum health, to reward players that can effectively anticipate attacks.

Very interesting!  I think this is quite cool, and I'll implement it, but I'm also going to up the base forcefield radius to compensate.

A, 'Force Field Regeneration Augmenter', should be available. This device would be attached to forcefields, increasing their maximum health (10%) and regeneration rate (50%) in exchange for an ongoing resource cost.

Added to the future DLC list. :)

Advanced Warp Sensor

I recall reading that there is an upgraded version of the Warp Sensor in the works that allows free roaming defender mode ships to swarm wormholes that are about to spew forth a wave of AI ships. While I think the swarming feature is an excellent idea, I think that the option to enable this behaviour this should be available with the current Advanced Warp Sensor, as I feel at this point it doesn't quite justify its 500 Knowledge point price tag.

Well, the current one is really meant to be a "candy" tech.  It's useful mostly for new players, and in a few specific situations, but otherwise not as much.  Later, it will also be useful as part of a tech tree that lets you get the mark II version (another 500 K, maybe), which has all of the features.
« Last Edit: July 25, 2009, 12:16:15 pm by x4000 »
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Offline x4000

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Re: Suggestions
« Reply #130 on: July 25, 2009, 12:20:30 pm »
Hello all, probably not the best place to say hello but as I had a suggestion thought I might as well combine the two. I bought this on impulse today, played for at least 6 hours including all tutorials. So far really enjoying it, as far as I can tell I've got a long way to go before I've seen anywhere near all the units/ships.  

Welcome to the forum!  Glad you are enjoying the game. :)

Build Templates:
Firstly apologies if this has been said suggested already, even more so if it's already implemented.  Early on and when taking new planets, building turrets around wormholes can be a little tiresome when you're just doing the same couple of them, while it doesn't take too long to do it be nice if I could have created couple of templates of defence and just paste those around every wormhole. Be a nice time saver and allow me more time to focus on my cake...err I mean tactics. Might be able to make my bases look a little neater too.  ;D

This could be interesting, but it's not a quick feature and will need some more speccing before it is ready for implementation.  I've added an entry for this to the future DLC list, where people can discuss this more (to keep the conversation all together about this topic):  http://arcengames.com/forums/index.php/topic,425.0.html
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Offline x4000

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Re: Suggestions
« Reply #131 on: July 25, 2009, 12:21:32 pm »
I'd also love a "build anything you can, one at a time, in whatever order you want" button, as that is my general method of using Space Docks in all but very specific circumstances.

Well... to me this just encourages a bit too much in the way of randomness. :)
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Offline x4000

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Re: We need more command hotkeys
« Reply #132 on: July 25, 2009, 12:22:00 pm »
I don't think commands.txt is long enough. Especially the multi-key combos.

http://www.gamasutra.com/php-bin/news_index.php?story=24434

Enjoy!

Haha.  Good article there. :)
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Offline x4000

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Re: Suggestions
« Reply #133 on: July 25, 2009, 12:24:38 pm »
Hello all, i've just read some pages of this 3d, and I get an idea to put more tattics on this wonderfull game:i think that would be nice if will be added difference armour value of the ship Ex:front armour value, side AV, rear AV. Implementing this..flanking manouvre have reason to live, otherwise the game is just mass ur ships and send into the fight.

Welcome to the forums, if I haven't said so already, and thanks for the suggestion!

This was something in my original designs, as was having ship turning and facing, etc, being important.  However, in practice with so many ships, it just becomes either a non-factor or something to difficult to micromanage.

There is actually quite a lot of strategy to the tactics of this game, depending on where you place your ships and such -- flanking works well, as do diversions and holding artillery in reserve, etc.  A lot of that isn't readily apparent until you get a certain amount of familiarity with the game, I think -- and if you out number your opponent severely, then massing your ships is always likely to work -- but in even-odds situations the tactics can make or break your forces.
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Offline x4000

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Re: Suggestions
« Reply #134 on: July 25, 2009, 12:26:16 pm »
More of a bug then a suggestion:

When you have enough energy to build one resource gatherer, you can build as many as you like :P. If you have 200 energy (the energy required to build 1 Metal Harvester), and you use the Ctrl + Click shortcut, it'll build as many as it can until it runs out of Chrystal, but completely ignores the Energy count, which allows you to go into negative Energy.

Added to my short-term list, thanks!  That shouldn't be possible, but evidently I missed something in there that should be preventing it.
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