Author Topic: Updating the Wiki  (Read 52010 times)

Offline Volatar

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Re: Updating the Wiki
« Reply #105 on: March 28, 2012, 10:27:26 pm »
Speaking of which, the spire city stuff could use it too. ;)

Yeah, that was in the plan.

Offline Eternaly_Lost

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Re: Updating the Wiki
« Reply #106 on: March 28, 2012, 10:37:59 pm »
Filled in the last fleet-ship descriptions without an exact damage formula, but I mantis'ed them for future inclusion.

Hmmm... the wiki could do with a Ship-design pic with labels on the turret slots instead of the name small/medium/large...

Do I smell a need for photoshop work?  :D

Go right ahead, if you like. I was just thinking of putting letters into the boxes of the ship as seen in the CTRLS-tab.

It's definitely a lower priority task, but I do have lots of free time.

Anyone got a save with all the Spirecraft and Riot Starships unlocked? (Those are the only modular ships other than the Spire city stuff right?)

Here you go, I had to cheat to get the Riot mk3 unlocked, but you got 6 Spire cities built so you can see everything. Advanced warning that it is a 10/10 game on ultra low caps with about 9,300 threat flying around, so if you don't pause it, it might run slow.

Offline Volatar

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Re: Updating the Wiki
« Reply #107 on: March 28, 2012, 10:41:59 pm »
Awesome, thanks.

Offline Diazo

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Re: Updating the Wiki
« Reply #108 on: March 28, 2012, 10:55:08 pm »
Hmmm.

I took a look at the Spire Cruise and I have to admit I am stumped.

It almost looks like what I have labeled as Small and Medium mounts are actually the same size, they just mount different modules.

Could someone else take a look and see please?

I don't have any datafile trick for finding this out, I just build one in game and see what's available.

D.

Offline PokerChen

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Re: Updating the Wiki
« Reply #109 on: March 28, 2012, 11:06:30 pm »
Hmmm.

I took a look at the Spire Cruise and I have to admit I am stumped.

It almost looks like what I have labeled as Small and Medium mounts are actually the same size, they just mount different modules.

Could someone else take a look and see please?

I don't have any datafile trick for finding this out, I just build one in game and see what's available.

D.

The "small" mounts at the front can take on an extra mark of laser cannons, and the "mediums" just behind the shield mount can mount HBS instead and cannot mount that extra mark of laser.

This also applies to the Battleship in which the front can mount mark IV lasers, and the "medium" can mount HBCs.

EDIT: Information in a List:
Cruiser small mount: I-III lasers, I Rail.
Cruiser medium mount: I-II lasers, I HBC, I Rail.
BB small mount: I-IV lasers, I-II rail.
BB medium mount: I-III lasers, I-II HBC, I-II rail.
« Last Edit: March 28, 2012, 11:10:04 pm by zharmad »

Offline Diazo

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Re: Updating the Wiki
« Reply #110 on: April 07, 2012, 07:28:50 pm »
Okay.

I have not tweaked the spire stuff as I'm currently trying to get something down for each ship (I can see the light at the end of the tunnel.)

Having said that, command stations.

Specifically logistics stations. What are the actual speed increases for the different marks? I've heard 80 said, but I'm assuming higher marks have a higher speed boost?

D.

Offline PokerChen

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Re: Updating the Wiki
« Reply #111 on: April 07, 2012, 07:39:23 pm »
Logistic station increases are 40, 60 and 80 base for each mark, which are then doubled like all command statione - effectively 80, 120, and 160.

Offline Diazo

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Re: Updating the Wiki
« Reply #112 on: April 07, 2012, 08:00:12 pm »
Alright, thanks.

http://arcengames.com/mediawiki/index.php?title=Command_Station for any other comments you may have.

(Note that this is still a work in progress and missing some types of stations still.)

D.

edit: Okay, Command Station page complete (for now, may tweak it still)
« Last Edit: April 07, 2012, 08:56:40 pm by Dazio »

Offline PokerChen

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Re: Updating the Wiki
« Reply #113 on: April 07, 2012, 08:11:42 pm »
Seeing the stats makes me wonder if we should give command stations a default attack to help in balancing the single choke-point versus multiple system defense situations.

We should make a note that whenever a command station is destroyed, the mobile builders and colony ships on that planet also magically gets destroyed as well.

Offline TechSY730

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Re: Updating the Wiki
« Reply #114 on: April 07, 2012, 11:36:43 pm »
Seeing the stats makes me wonder if we should give command stations a default attack to help in balancing the single choke-point versus multiple system defense situations.

Interesting idea, though military stations would need a buff in return, as one of their big selling points is that they are armed.

Quote
We should make a note that whenever a command station is destroyed, the mobile builders and colony ships on that planet also magically gets destroyed as well.

Oh yea, I forgot about that.
Yes, its really annoying, but it was either that or far more annoying things to prevent "cheesing the system" to hold remote outposts easily. (Like holding a giant cache of colony ships)
Previously, the way this was solved was by making it that the colony ship had to be close to the point where you wanted to place the command station.
I still prefer that solution, as it makes sense unlike the current way, even though it was a little annoying.

Offline Wanderer

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Re: Updating the Wiki
« Reply #115 on: April 08, 2012, 04:46:19 am »
Cross posting from the learning the game thread:

I've modified some of the wiki tonight, and one of the things I did was include a new hacking overview page.  It includes enough details, I feel, to inform a player of what they're getting into and the rough mechanics of it, but not be overwhelming.

http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Hacking

There was also a hanging link on the main page for requirements for winning, so I went ahead and filled that in too.  I'm sure it'll get massaged into a better form eventually:
http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Prerequisites_to_Winning
« Last Edit: April 08, 2012, 04:48:53 am by Wanderer »
... and then we'll have cake.

Offline Bognor

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Re: Updating the Wiki
« Reply #116 on: April 08, 2012, 06:27:06 am »

I've modified some of the wiki tonight, and one of the things I did was include a new hacking overview page.  It includes enough details, I feel, to inform a player of what they're getting into and the rough mechanics of it, but not be overwhelming.

http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Hacking

That's really helpful - thank you!  :D

If you're feeling energetic, there are a few additional details that would really help a player decide where, when, and how to hack optimally:
  • Is the AI's response to hacking influenced by AI progress?
  • Is the AI's response to hacking influenced by the mark level of the planet being hacked?
  • What is the effect of having multiple knowledge hackers on the same planet simultaneously?  (I'd guess two hackers would get the job done in half the time but with double the intensity of AI response, but it would be nice to know for sure.)
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Offline Wanderer

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Re: Updating the Wiki
« Reply #117 on: April 08, 2012, 12:00:24 pm »

I've modified some of the wiki tonight, and one of the things I did was include a new hacking overview page.  It includes enough details, I feel, to inform a player of what they're getting into and the rough mechanics of it, but not be overwhelming.

http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Hacking

That's really helpful - thank you!  :D

If you're feeling energetic, there are a few additional details that would really help a player decide where, when, and how to hack optimally:
  • Is the AI's response to hacking influenced by AI progress?
  • Is the AI's response to hacking influenced by the mark level of the planet being hacked?
  • What is the effect of having multiple knowledge hackers on the same planet simultaneously?  (I'd guess two hackers would get the job done in half the time but with double the intensity of AI response, but it would be nice to know for sure.)

Not anymore, No, and it's a linear progression of pain. 2xhacker = 2xspawn volume.
... and then we'll have cake.

Offline Diazo

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Re: Updating the Wiki
« Reply #118 on: April 10, 2012, 01:29:49 pm »
Okay, as I'm almost done the ship and unit pages (11 units to go!) I've started thinking about the rest of the reference section.

So I went and modified the Reference Section Navigation template, found at http://www.arcengames.com/mediawiki/index.php?title=Template:AIWarRefNav

Note that most of the links in that are pointing to the wrong spot and the minor factions list is incomplete until I can start the game up to check them, but before I spend a bunch of time fixing those things, I figured I'd ask for feedback on the layout itself.

Does this cover the question "what does this do?" or "how does X work?" for everything in the game in your opinion?

Questions such as "how do I defend a wormhole?" will go in the strategies section which has a link at the top of the template but does not exist yet.

Thoughts?

D.

Offline TechSY730

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Re: Updating the Wiki
« Reply #119 on: April 10, 2012, 01:43:28 pm »
Can the entry about CSGs mention that they are also a way to help new player know when they are strong enough to at lease stand a chance against an AI homeworld?
We had a few new players coming along, rushing the homeworld, finding that they aren't strong enough to take it out yet, and then asking what they should do in what seems like an unfair situation, when really they missed many of the things that they should of found to make themselves stronger.

The way it is worded now makes it seem like the devs got their "panties in a wad" that some players found a hyper minimalisitc ways to play, and just threw their "ban hammer" at the strategy in a "hissy fit/temper tantrum".
Dealing with hyperminmalistic, near broken ways to play wasn't the only reason they did it. There was some genuinely helpful reasons too.
« Last Edit: April 10, 2012, 02:14:38 pm by techsy730 »