Author Topic: Upper Level Bombers a Requirement?  (Read 10058 times)

Offline Admiral

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Re: Upper Level Bombers a Requirement?
« Reply #30 on: July 15, 2009, 02:31:45 pm »
The way you explain it - not quick reflexes and micromanagement - makes sense to me.

I just thought the possibility of an attack - without warning through the ordinary wormhole network - of large scale at any time - would increase the defensive side of the game, which for the moment can be centralized on one really safe planet with an adjacent wormhole generator intentionally left there.

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Offline x4000

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Re: Upper Level Bombers a Requirement?
« Reply #31 on: July 15, 2009, 02:36:51 pm »
40+ turrets on a wormhole? I'm lucky if I build 4 tractors and 8 each of MLRS and short-range. Too many wormholes to defend to put 40+ on each.

Well, I only put that many on the ones that are most dangerous.  Those with special forces command posts on the other side, and/or a hostile wormhole that is away from the front lines (where my main fleet is able to defend better.  I tend to unlock standard turrets mark II and III, but no other turrets (usually).  And each wormhole with turrets like that gets 6-12 tractor beams on it, depending on if it's just special forces or actually full waves that might be coming through it.

And when I build mines, it's usually around 80-100 mines at a go at one wormhole.  The ship cap on mines basically gives enough to defend two wormholes per player like that.  The mine layers are really helpful, but I tend to use the mines secondarily and so just rebuild the broken ones myself in most cases.

But, there are so many ways to play, I don't expect everyone to use that exact strategy or something. :)
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Offline CautiousChaos

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Re: Upper Level Bombers a Requirement?
« Reply #32 on: July 15, 2009, 02:41:11 pm »
Quote
I'm not sure which would really be better, right now the AI tends not to do super-huge waves against the player planets, so I would think that having 1000+ ships suddenly arrive would be more interesting.  whatever. :/

I for one wouldn't mind having a larger fleet show up on my doorstep.  The trickling of units is more of an annoyance than a threat and something I've seen in many other RTS and even TBS games.  It may be enough to have a parameter that indicates an AI threshold n number of ships collected in a fleet before sending them in.  Maybe make the variable n somewhat random so that you get a level of structured unpredictability in the waves. 

Like you need yet _another_ idea at this point...
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Offline x4000

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Re: Upper Level Bombers a Requirement?
« Reply #33 on: July 15, 2009, 02:45:41 pm »
The way you explain it - not quick reflexes and micromanagement - makes sense to me.

Yeah, that makes sense that it would be up your alley. :)

I just thought the possibility of an attack - without warning through the ordinary wormhole network - of large scale at any time - would increase the defensive side of the game, which for the moment can be centralized on one really safe planet with an adjacent wormhole generator intentionally left there.

Yeah, I certainly see this side of the argument, too -- this is something I wrestle with.  But I guess I've just decided to err on the side of non-randomness of events that might cause the player to lose.  If you lose, it's mostly because you made a bad decision, not as much because you were unlucky (well, except in terms of unlucky in the map, I guess).  I really like that aspect of it.  

Another big inspiration for this game for me was Chess, and that's a game where you can see what your opponent is doing at all times, but you still can't always tell what they are doing just because of the time-complexity of the board.  In this case there is not time-complexity like that, but you have scale-complexity that accomplishes something similarly (not as elegantly as Chess, obviously, but it's something new for the RTS genre, anyway).

The AI can make large-scale unexpected attacks on you when it gets the upper hand in terms of 1) you destroying one of its higher-level planets and not having enough forces to clean up the forces that releases, or 2) you failing to defend against a wave(s), and the remaining enemy forces sweep through your planet in a way you didn't expect.

Of course, I understand just what you mean about the whole wormhole defense aspect and how you can make the AI more predictable by limiting its ingress points to one location.  That's really hard to do if you take more planets than you do, though.  I tend to have at least three possible ingress points when playing on my own, and the team tends to have 5-6 planets that are whipping posts when I play multiplayer.

BUT, that said, I think that the whole aspect of a "cross planet raid" from the AI when its ship counts get too high has a lot of merit in terms of making them a bit less predictable.  The warning is still very much needed (I think), because you think you've got your wormholes all protected based on your gate raids and such, and then all of a sudden here comes a wave of ships from the enemy.

Oh, and I didn't tell you the best part with that:  with ships that are doing a cross-planet raid, you'll have warning of where they are released from, but not about where they are heading to.  So there's a fair bit of unpredictability there, whenever you basically have enemy ships that are perfectly "free" to just run on the tactics logic (in other words, not guarding or special forces).  The more I think about this feature, the cooler I think it is. :)
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Offline x4000

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Re: Upper Level Bombers a Requirement?
« Reply #34 on: July 15, 2009, 02:49:23 pm »
I for one wouldn't mind having a larger fleet show up on my doorstep.  The trickling of units is more of an annoyance than a threat and something I've seen in many other RTS and even TBS games.  It may be enough to have a parameter that indicates an AI threshold n number of ships collected in a fleet before sending them in.  Maybe make the variable n somewhat random so that you get a level of structured unpredictability in the waves.

Good to hear.  I think that having the larger fleets appear (with warning) is what I will do at this stage.  For the size of the incoming waves from the AI, introducing more time variance (with a corresponding size variance) might actually be really interesting.  I'll have a look at that, thanks for the idea. :)
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Offline Admiral

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Re: Upper Level Bombers a Requirement?
« Reply #35 on: July 15, 2009, 03:10:56 pm »
I don't expect everyone to use that exact strategy or something. :)

Too late. I'm going to use that exact strategy (or something) in every single game from now on!!!

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Re: Upper Level Bombers a Requirement?
« Reply #36 on: July 15, 2009, 03:14:44 pm »
Oh, and I didn't tell you the best part with that:  with ships that are doing a cross-planet raid, you'll have warning of where they are released from, but not about where they are heading to.

Ooooh. Combine that with "coming from" a heavily connected system that isn't close to any particular owned system, and basically you know you're going to have some fun eventually, but you don't know where or when. :)

Offline x4000

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Re: Upper Level Bombers a Requirement?
« Reply #37 on: July 15, 2009, 04:31:00 pm »
I don't expect everyone to use that exact strategy or something. :)

Too late. I'm going to use that exact strategy (or something) in every single game from now on!!!

Haha, don't think I miss the wordplay there. :)

Oh, and I didn't tell you the best part with that:  with ships that are doing a cross-planet raid, you'll have warning of where they are released from, but not about where they are heading to.

Ooooh. Combine that with "coming from" a heavily connected system that isn't close to any particular owned system, and basically you know you're going to have some fun eventually, but you don't know where or when. :)

Yeah, exactly.  You'll know when the AI ships are going to get set loose, but not where they are headed exactly or how long it will take them to thus get there.  This adds a whole new dimension to the heavily connected systems aspect.
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Offline darke

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Re: Upper Level Bombers a Requirement?
« Reply #38 on: July 16, 2009, 01:08:03 am »
Random thought: Capture data centers rather then kill them allows them to slowly generate "defensive knowledge" over time. Either that or a new form of capture-able item would work, which would probably be a better idea since most data centers are near the end of the game, not the beginning, so near the end-game it's going to be a non-decision to take them out. They'd have the same effect as the advanced factories then, they're immobile so you have to setup defenses in the world; and probably the computer won't like that so much, so they'll be a small-but-non-zero penalty for this (like the homeworder's human planets, but not quite as harsh :) ).

This could be interesting, but I agree that it should be something other than data centers that you capture and use this way -- some sort of new ship.

Maybe a benefit of the human worlds for things like the entrenched homeworlder to make it less obnoxious?

After all you're getting a significant inflow of extra ships, the trade off being you get extra defense.

It also means you can scatter more of these around a normal game, since I only think I've encountered them with that AI. :)

I wouldn't really want to give them regen, really this sort of thing is what engineers are for. Plus this is one way to force more of the Tech I and II engineers off the battlefield, where the Tech III ones are supposed to shine anyway. :)

Well, that's true -- but it presupposes that everyone wants (and has the knowledge to) unlock higher level engineers.  With increased offensive attacks from the AI, this would pretty much be required.  And you'd always have this one weak point in your armor -- the engineers -- that if the AI happens to pick them off, then your defenses will crumble under the ongoing waves to your planets.  That requires a degree of maintenance that people tend to complain about. 

The idea of given the turrets regen is to make them MORE effective than regular ships at wormhole defense (thus giving a better reason to use them), and also to make it so that the higher-level engineers are not required.  I can see your point, but I think that this is kind of a fitting change.  Basically, most of the defensive stuff would then be non-repairable but would have regen.  Turrets would have a pretty quick regen, compared to say force fields, to make it so that they have to be really overmastered before they die.

It wouldn't necessarily require them to upgrade more engineers. 33 normal ones really are enough to stick one engineer per planet each game. It just means that you actually have a decision, you can make sure each of your defense emplacements has at least one engineer to repair everything up between waves, or you can cope without the repairing around the place in trade off for having a large force of engineers to quickly repair your fleet, or you can buy the higher level engineers and get the best of both worlds.

With auto-repairing it removes a tactical descision for me. Do I put a heavy defense on a wormhole, or a light defense with repairers? With auto repairers I have no choice, I have to plunk down a heavy defense under the assumption that waves will arrive quick enough that things won't repair in time. With repairers I can put down a lighter defense, yet have a much quicker repair turn around between waves.

Also if there are, say 3 wormholes with defense turrets in a planet, do I just have a single slow repairer set to auto trundling around the planet so slow but cost efficient? Do I have multiple, one on each wormhole in case I get lots of attacks in quick succession and my engineer doesn't arrive in time? Or do I buy tech II and get teleporting ones and station one there (rather then dragging them into battle) so things can happen much quicker?

Also if you're wanting defense to suck up ships, as well as turrets, you have the issue you need to repair the ships after every few waves as well, and currently the repair ships are both few and slow, and you would also need to research them as well, and they cost much more then the first upgrade of engineers. :) So either way you're looking at "needing" to upgrade engineers, or plunk down a space dock in each planet with a contested wormhole and then have to micro building stuff to make sure your forces are usually at optimal level.

Right, which is why you need more enemies pounding at the door to compensate. :)

Oh, absolutely.  But then that's why you need turrets with better health and regen. :)

Health, yes; shields, yes; still not convinced on the regen bit though. :)

Granted I've never setup a serious set of static defenses for most, but the last game where I had serious defenses on an 8x special forces AI world, it's 150-ish ships every five minutes or so could really not be defended against in the long term at all despite using every mine I had, mine-layers, all my force fields to protect my turrets, and a couple of hundred ships.

I've used mines and turrets to exclusively defend wormholes before (and do so every so often still).  In my alpha group, we create a little pattern that we call the "ring of death" and it works super well for everything that isn't tractor-immune or able to pass over mines (so, raider AI types are basically immune to the rings of death).

This particular game they popped out of the wormhole and ran straight for my command center of that world, so I had a string of mines three or four wide from the wormhole to my command center, then had a chokepoint with turrets and forcefields and tractor beams and the like half way down it to try and pick things off that weren't destroyed by the mines, if that failed or there were too many to be caught by the tractor beams the rest of the mines should have finished them off. Main problem seemed to be keeping my mine layers un-dead. An upgraded version of the with cloaking would be nice, or teleporting, or both. :)

One thing I forgot to mention in the last set of verbiage is that we now no-longer have "System Defense Boats", ships that can't leave the system but are good for defense. Teleporting things used to be that spot (and especially teleporting engineers which were perfect for this support role), but they were a bit on the hard to use side. If there was a ship type that was mobile, but could only move between non-contested worlds (that is friendly worlds with command centers on them), it would be the "can't attack an enemy world easy, but is useful for defense" that the original teleporting ships were good for, but without their inconveneince of having to build them on the same planet.

Could be...  I'm more thinking that the benefit of defensive-only ships is to be stronger and basically immobile, though.  I'd leave this as a secondary discussion for after the other changes are in place, since then we would have a better understanding of what it looks like.

The difference is it's a trade off in the middle. Offense is mobile, but less hurty (they have engines so have less space for guns), defense is immobile, but more hurty (not having to move around means they can mount more of and heavy armament, and heavier armour), the SDB's are semi-mobile but can't travel between worlds, and have less hurty then the static emplacements (they sacrifice the wormhole drive for bigger normal-movement engines or teleporting so they can zip around the system easier). :)

Yeah, too much playing Traveller in my youth. :)

Offline x4000

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Re: Upper Level Bombers a Requirement?
« Reply #39 on: July 16, 2009, 09:45:24 am »
Maybe a benefit of the human worlds for things like the entrenched homeworlder to make it less obnoxious?

After all you're getting a significant inflow of extra ships, the trade off being you get extra defense.

It also means you can scatter more of these around a normal game, since I only think I've encountered them with that AI. :)

Okay, I've set up a "future DLC" feature for this topic:  http://arcengames.com/forums/index.php/topic,380.0.html  I'll respond further there, so the conversation is available when I go back to code it, or other people want to see what that feature is all about.

It wouldn't necessarily require them to upgrade more engineers. 33 normal ones really are enough to stick one engineer per planet each game.

This doesn't convince me, because 1 engineer per planet is not nearly enough to mount a real defense -- the engineers need to be able to repair each other, so each planet really needs around 2.  And if a planet has a lot of activity, it might need more, plus you also need engineers for accelerating your buildings.

With auto-repairing it removes a tactical descision for me. Do I put a heavy defense on a wormhole, or a light defense with repairers? With auto repairers I have no choice, I have to plunk down a heavy defense under the assumption that waves will arrive quick enough that things won't repair in time. With repairers I can put down a lighter defense, yet have a much quicker repair turn around between waves.

This, on the other hand, does convince me without any further discussion.  You're right, it does remove a tactical decision and it adds simplicity that harms engineer/turret strategy very severely.  That feature is out.  That's a quite good argument. :)

Main problem seemed to be keeping my mine layers un-dead. An upgraded version of the with cloaking would be nice, or teleporting, or both. :)

Yep, you'd asked about that before, in the context of teleporting turtles (but at that point, you thought the teleporting mine layers wouldn't be useful for players, so glad to see you've found a use for them).  That's already on the future DLC list, anyway. :)

One thing I forgot to mention in the last set of verbiage is that we now no-longer have "System Defense Boats", ships that can't leave the system but are good for defense. Teleporting things used to be that spot (and especially teleporting engineers which were perfect for this support role), but they were a bit on the hard to use side. If there was a ship type that was mobile, but could only move between non-contested worlds (that is friendly worlds with command centers on them), it would be the "can't attack an enemy world easy, but is useful for defense" that the original teleporting ships were good for, but without their inconveneince of having to build them on the same planet.

Could be...  I'm more thinking that the benefit of defensive-only ships is to be stronger and basically immobile, though.  I'd leave this as a secondary discussion for after the other changes are in place, since then we would have a better understanding of what it looks like.

The difference is it's a trade off in the middle. Offense is mobile, but less hurty (they have engines so have less space for guns), defense is immobile, but more hurty (not having to move around means they can mount more of and heavy armament, and heavier armour), the SDB's are semi-mobile but can't travel between worlds, and have less hurty then the static emplacements (they sacrifice the wormhole drive for bigger normal-movement engines or teleporting so they can zip around the system easier). :)

I see your point.  I'm adding this to the list for future expansions (as a new bonus ship class idea):  http://arcengames.com/forums/index.php/topic,381.0.html
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Offline darke

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Re: Upper Level Bombers a Requirement?
« Reply #40 on: July 16, 2009, 10:51:35 am »
It wouldn't necessarily require them to upgrade more engineers. 33 normal ones really are enough to stick one engineer per planet each game.

This doesn't convince me, because 1 engineer per planet is not nearly enough to mount a real defense -- the engineers need to be able to repair each other, so each planet really needs around 2.  And if a planet has a lot of activity, it might need more, plus you also need engineers for accelerating your buildings.

With auto-repairing it removes a tactical descision for me. Do I put a heavy defense on a wormhole, or a light defense with repairers? With auto repairers I have no choice, I have to plunk down a heavy defense under the assumption that waves will arrive quick enough that things won't repair in time. With repairers I can put down a lighter defense, yet have a much quicker repair turn around between waves.

This, on the other hand, does convince me without any further discussion.  You're right, it does remove a tactical decision and it adds simplicity that harms engineer/turret strategy very severely.  That feature is out.  That's a quite good argument. :)

Ya see, this is why I argue things when I'm half asleep. I put in a wimpy argument to lull you into a false sense of security, then *bam* you're convinced! Really! >.> <.<

Main problem seemed to be keeping my mine layers un-dead. An upgraded version of the with cloaking would be nice, or teleporting, or both. :)

Yep, you'd asked about that before, in the context of teleporting turtles (but at that point, you thought the teleporting mine layers wouldn't be useful for players, so glad to see you've found a use for them).  That's already on the future DLC list, anyway. :)

I don't think I'd yet quite cottoned on to the fact that the AI really has no mobile tachyon things unless they've got tachyon fighters, so pretty much anything that's cloaked is instantly a lot safer. :)

Offline x4000

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Re: Upper Level Bombers a Requirement?
« Reply #41 on: July 16, 2009, 11:25:05 am »
Ya see, this is why I argue things when I'm half asleep. I put in a wimpy argument to lull you into a false sense of security, then *bam* you're convinced! Really! >.> <.<

Whatever works!

I don't think I'd yet quite cottoned on to the fact that the AI really has no mobile tachyon things unless they've got tachyon fighters, so pretty much anything that's cloaked is instantly a lot safer. :)

Although, Astro Trains do have tachyon beams, so if they happen to be passing through at the wrong time, that can spell trouble for your cloaked stuff.
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Offline jasper

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Re: Upper Level Bombers a Requirement?
« Reply #42 on: July 25, 2009, 06:33:27 pm »


Well, the game is really a mix of RTS and Tower Defense, the warnings being one of the main holdovers from all the different aspects of Tower Defense that I added.  It all boils down to interesting decisions, and the scale of the game.  With a game of this scope, in realtime, you can't afford to just keep super strong forces on every planet you take (especially if you take more planets than what you personally take).

Thus if the AI is smashing stuff blindly into you, it creates basically a lot of randomness instead of actual strategy.  When you have warning, even a brief bit of warning, then you can try to do something with your forces to react.  It's like troops marching across Europe in the world wars, and the other commanders moving to anticipate them.  Sure there were surprise attacks (as there are in AI War, especially with the special forces ships bunching up before going through wormholes now), but those were generally small in size or else they were not much of a surprise.

Yes, we can point out several examples of large surprise battles from lots of wars, but I would argue that the defending side in those battles were not really using any strategy there, just advance planning and then tactics when the battle came.

So, without advance warnings, I see these possible outcomes for AI War:

1. New players constantly get pummeled and die, then quit the game.  Also, experienced players constantly get pummeled and lose planets, but are good at playing cleanup and rebuilding.  Then there is a LOT of rebuilding.

2. The game is rebalanced so that it is easier to defend all your planets, or so that the AI attacks with less.  Then there very little strategy of where to place your troops, because you just place them everywhere.

3. Extra emphasis is placed on some sort of micromanagement-heavy scouting, which alerts you to attacks.  If your scout dies unexpectedly, see #1.  This then gets rebalanced out so that either scouts are sturdier, or you are back to an automated warning system like you currently have.


At its core, AI War is a game about decision making and logistics, not about reflexes or quick-clicking micromanagement.  The scale of the whole thing pretty much requires this sort of style, but that was also the style I wanted to have.  The warnings provide decision points for the human players, so that they have a chance to shuffle their constantly-outnumbered ships around into an effective fighting force.

Look at it this way:  thematically, the AI has vastly superior numbers, but the human players have vastly superior intel capabilities and the ongoing element of surprise (to a degree).

Of course, if you take issue with this sort of thing, I can always add lobby options that turn off the warnings.  If you can take the beating, and like that style of game, then more power to you I guess.  But I don't see ever having larger-scale blind attacks in this game moreso than what the special forces already do.


perhaps you could take a middle road: You'd still get a warning when the ai is going to attack but the ensuing wouldn't be a tower defence style "wave" but an more conventional rts attack. The enemy AI would send an number of ships through the warp gates and attacks the player, but receives reinforcements through the battle (just like I do when I attack an ai planet, regularly reinforcing my strike force with fresh troops from my home planet) and retreats when the casualties mount to unacceptable levels ((for example: if the ai would keep reinforcing his fighting troops the ship count on the surrounding planets would go below the desirable number for a proper defence ---) ai pulls back))


This way the player would still get warnings and thus retain the extra strategic layer, and it also would make the ai a bit more menacing/ rts like. Oh, and it would also give you a chance to demonstrate the AI retreat code you had added ((if I understoot your podcast correctly))






And so ends this message written by somebody with an complete lack of understanding about ai developement, having written an reply that was not just a n suggestion but also the biggest threat to the english language since the norman invasions.
Ah well, at least it shows that iam still awake at this hour. Therby confirming that this game is the biggest threat to my sleeping pattern since the first Empire earth was released. And for that, I salute you.

Offline x4000

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Re: Upper Level Bombers a Requirement?
« Reply #43 on: July 25, 2009, 06:38:35 pm »
perhaps you could take a middle road: You'd still get a warning when the ai is going to attack but the ensuing wouldn't be a tower defence style "wave" but an more conventional rts attack. The enemy AI would send an number of ships through the warp gates and attacks the player, but receives reinforcements through the battle (just like I do when I attack an ai planet, regularly reinforcing my strike force with fresh troops from my home planet) and retreats when the casualties mount to unacceptable levels ((for example: if the ai would keep reinforcing his fighting troops the ship count on the surrounding planets would go below the desirable number for a proper defence ---) ai pulls back))

This way the player would still get warnings and thus retain the extra strategic layer, and it also would make the ai a bit more menacing/ rts like. Oh, and it would also give you a chance to demonstrate the AI retreat code you had added ((if I understoot your podcast correctly))

Funny you should mention this, I'm actually coding on this right as we speak. :)  The retreat logic is a separate issue and is also something on my short-term list, but I'm working on the "large waves from adjacent overpopulated planets" right now.  Good thought, and welcome to the forums, by the way!

And so ends this message written by somebody with an complete lack of understanding about ai developement, having written an reply that was not just a n suggestion but also the biggest threat to the english language since the norman invasions.
Ah well, at least it shows that iam still awake at this hour. Therby confirming that this game is the biggest threat to my sleeping pattern since the first Empire earth was released. And for that, I salute you.

No worries, I could understand it just fine. :)  Glad you are enjoying the game so well, although I do hope you take time to sleep every once in a while. ;)
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Re: Upper Level Bombers a Requirement?
« Reply #44 on: July 25, 2009, 09:38:13 pm »
... the first Empire earth was released. And for that, I salute you.

We, who are about to die from sleep deprivation, salute you!

Empire Earth? I'll have to look it up.

Cheers!