Author Topic: Teleporting units  (Read 7687 times)

Offline Mayjori

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Re: Teleporting units
« Reply #15 on: August 22, 2011, 05:18:21 pm »
it was kind of a round about way of asking if there is a way already i was overlooking :P. Its added now though.

Gotta remember to link those awesome requests, so you can get people to vote them up. (I voted it up)

Ah didn't even think of that, lol.

Offline JKDC

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Re: Teleporting units
« Reply #16 on: August 22, 2011, 05:18:36 pm »
You have to build the forcefield on the other side of the forcefield to stop stuff.  If you build it on your side the AI ships just end up sliding out from under it.  :(

ahhh I haven't tried that yet. I've been setting up tractor beams tightly around  the wormholes with mark 1 forcefields around them on the destination side.  The ships get stuck to the outer side of the forcefield and can't move and my turrets bust them to pieces from the outside of the forcefileld. Over 80% of the forcefield must be destroyed before the tractors are exposed before they can shoot them and get free. And I usually upgrade them to Mark 2 to use less of them and they have more health. It makes quick work of everything except tractor immune ships or a bunch of high level bombers. If a huge force is coming I may put up a mark 2 forcefield temporarily and have some ship support. Sorry for the thread derail.

Offline keith.lamothe

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Re: Teleporting units
« Reply #17 on: August 22, 2011, 05:20:44 pm »
Yea, tractors under ffs are pretty tough.  Tractors + grav turrets under ffs are worse ;)

There are quite a few ways to heavily cheese the AI, but it generally gets its revenge in the end.
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Offline Orelius

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Re: Teleporting units
« Reply #18 on: August 22, 2011, 06:00:23 pm »
Why can't we just have a spreadsheet of the ship statistics?  I personally think that would be much more useful to use.

Offline keith.lamothe

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Re: Teleporting units
« Reply #19 on: August 22, 2011, 06:03:13 pm »
Why can't we just have a spreadsheet of the ship statistics?  I personally think that would be much more useful to use.
There are actually two different ways you can get a spreadsheet of ship statistics from the game, one is the export button on the reference tab, the other is through whatever-function-button-combo is mapped to exporting the "excel secondaries"; Chris added that one ages ago.
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Offline JKDC

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Re: Teleporting units
« Reply #20 on: August 22, 2011, 06:38:31 pm »
Yea, tractors under ffs are pretty tough.  Tractors + grav turrets under ffs are worse ;)

There are quite a few ways to heavily cheese the AI, but it generally gets its revenge in the end.

I also use logistical stations in case they get free. Then I can send my whole fleet on raiding parties. But you're right I got up to the AI homeworld, the AI destroyed my spire knowledge upped the AI progress to 340(only 20 planets) with a core raid engine and somehow sent 1500 ships every 3 minutes with only 4 AI planets. Made me think the AI was cheat spawning. lol But for some reason the raid engine was at the other AI world where I had no ships. I thought ships had to be in the AI homeworld itself to start them? But basically I had the regular wave+core raid+CPA(6000 total high ship count)) all within minutes. Nobody will survive that. Everything was going my way up to that point.

Offline keith.lamothe

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Re: Teleporting units
« Reply #21 on: August 22, 2011, 07:05:40 pm »
But you're right I got up to the AI homeworld, the AI destroyed my spire knowledge upped the AI progress to 340(only 20 planets) with a core raid engine and somehow sent 1500 ships every 3 minutes with only 4 AI planets. Made me think the AI was cheat spawning.
Haha, well, remember that the AI's main production facilities are actually in a different galaxy, so even if it's down to just 1 homeworld it can send a basically infinite amount at you.  The only limiting factor is how much it thinks it's "worth it" to crush you.

Quote
But for some reason the raid engine was at the other AI world where I had no ships.
Yea, a raid engine triggers if you're active on any adjacent planet, too.

Anyway, in general your "killing stroke" against an AI homeworld needs to be fast enough that it doesn't have time to react.  Remember the end of Ender's Game?  And for that matter, it could get dicey if you kill off one AI HW and take a long time to get the other, due to the AIP boost it gets from the first one going down.

And Raid Engines are basically machines designed to ruin your day.
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Offline Nalgas

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Re: Teleporting units
« Reply #22 on: August 22, 2011, 08:36:11 pm »
And Raid Engines are basically machines designed to ruin your day.

And they have ruined every single one of my days recently when trying to play on ten-planet maps.  I keep getting them seeded in ways that border on impossible for me to deal with.  I will eventually figure something out, though.  Either that or stop playing entirely for a month or two out of frustration.  Heh.

Offline keith.lamothe

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Re: Teleporting units
« Reply #23 on: August 22, 2011, 08:49:48 pm »
And Raid Engines are basically machines designed to ruin your day.

And they have ruined every single one of my days recently when trying to play on ten-planet maps.  I keep getting them seeded in ways that border on impossible for me to deal with.  I will eventually figure something out, though.  Either that or stop playing entirely for a month or two out of frustration.  Heh.
I haven't tried it myself, but what about a lot of Armored Warheads?
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Offline Nalgas

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Re: Teleporting units
« Reply #24 on: August 22, 2011, 09:02:18 pm »
And Raid Engines are basically machines designed to ruin your day.

And they have ruined every single one of my days recently when trying to play on ten-planet maps.  I keep getting them seeded in ways that border on impossible for me to deal with.  I will eventually figure something out, though.  Either that or stop playing entirely for a month or two out of frustration.  Heh.

I haven't tried it myself, but what about a lot of Armored Warheads?

Against this?  Does the game support concepts of "a lot" that are as large as that when it comes to warheads?  I mean, we're talking armored warheads as a bonus ship type here, probably, if using them as the solution.  Heh.

Offline keith.lamothe

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Re: Teleporting units
« Reply #25 on: August 22, 2011, 09:05:51 pm »
Does the game support concepts of "a lot" that are as large as that when it comes to warheads?  I mean, we're talking armored warheads as a bonus ship type here, probably, if using them as the solution.  Heh.
I think Zenith Autobombs are the bonus ship type equivalent ;)

Not sure if it would work, but throwing a constant wave of Zenith Autobombs, Youngling Nanoswarms, and various other youngling types (particularly the Tiger for damage to fortified stuff) at the planet might be entertaining.

But yea, some 10-planet maps are not going to be reasonable, depending on the difficulty level of the AIs.
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Offline Nalgas

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Re: Teleporting units
« Reply #26 on: August 22, 2011, 09:23:34 pm »
But yea, some 10-planet maps are not going to be reasonable, depending on the difficulty level of the AIs.

Almost all of them have been unreasonable lately.  They didn't used to be, but I just keep constantly getting horrific nonsense like Core Raid Engines defending the Core Shield Generators, which prevent the Core Raid Engines from being destroyed, which prevent capturing the systems with the Core Shield Generators, which...  I've end up with something ridiculous like that seeded on every map this month.  I'm convinced the AI has hijacked the RNG and turned it against me, because it really seems to hate me.  Heh.

Offline keith.lamothe

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Re: Teleporting units
« Reply #27 on: August 22, 2011, 09:34:45 pm »
They didn't used to be, but I just keep constantly getting horrific nonsense like Core Raid Engines defending the Core Shield Generators, which prevent the Core Raid Engines from being destroyed, which prevent capturing the systems with the Core Shield Generators, which...
I... ouch.

The only way to win that one is not to play ;)

Seriously, disable core shield generators if you're playing 10 planets.  That's just too much ;)
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Offline keith.lamothe

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Re: Teleporting units
« Reply #28 on: August 22, 2011, 09:38:21 pm »
Hmm, well, even that might be beatable if you added Spirecraft - Easy and turned every lump of metal that declines to move into a Spirecraft Martyr and launch a massive assault to distract the defenses while half the martyrs rush the command station (assuming it isn't in turn covered by some invinc guard post), then dump a bunch of engies and a colony ship in to flash-colonize so you can destroy the core shield generator.

Then do it again on the homeworld and use the other half of the martyrs to do the same thing to the raid engine.

And then the plan is probably to die anyway ;)
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Offline Nalgas

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Re: Teleporting units
« Reply #29 on: August 22, 2011, 09:58:50 pm »
Hmm, well, even that might be beatable if you added Spirecraft - Easy and turned every lump of metal that declines to move into a Spirecraft Martyr

Yeah, after getting used to playing with Martyrs, I really, really, really miss them when I don't have them around, especially in situations like that.  I left them disabled on purpose, though, because I rely on them too much.  They're just so good at cleaning up ugly messes of ships, no matter how many there are, what mark they are, and how immune to area damage they are...