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AI War II - Interface / Turrets and energy management
« Last post by phil on Yesterday at 05:38:56 PM »
Hi,
Couldn't find an answer to this one by searching....
Is is possible to turn off turrets to reduce energy consumption?  Or do they have to be scrapped?
Thanks.
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AI War II / Re: Feedback from a new-ish player.
« Last post by Greeniguana on May 27, 2020, 10:38:11 AM »
For point 3, I found this really weird as well.  I mean, you can already kinda do this awkwardly by taking all the planets around an astro train depot, building a bunch of turrets on them and just making sure your ships don't path into the Astro Train Depot station. 

Alternatively you can even micro a bunch when you take the train depot planet, and just build turrets around the wormholes and outside of range of the Astro Train Depot.

Like, you can accomplish the same thing by just being a little careful, it seems like an arbitrary restriction to have them not auto targeted. 

(Maybe that new "Grow in Strength" feature for trains killed will help with the camping issue?)
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Version 0.9.1 has released, for AI War Version 2.042 and hopefully well beyond.

It brings a lot of fixes and adjustments. There had to be a lot of work done to cope with the removal of XP, the inclusion of FRS (and the rather... Uninteresting ships in Vanilla), as well as completely rebuilding the scouting portion of the I2 hack for the inclusion of Journals.

Work continues as we get closer to 1.0 for some more amazing features and hopefully more fixes. As always, if you find bugs or balance issues report here and I'll take a look.

There is one known issue though, upgrading from 0.9 to 0.9.1: For some reason it seems to glitch out and remove the drone fleets used in the CAK Locust Transport Flagship. No idea why, and it does seem fine with saves done from 0.9.1 loaded by 0.9.1, I can only assume it's something that happened in Vanilla and now shows in Galactic Conquest...
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AI War II - Modding / Re: Spire Railgun Shop
« Last post by -NR-SirLimbo on May 26, 2020, 06:11:08 PM »
It'd be best to not make the raw .xml file the downloaded object, but a folder that is named after your mod so people can simply extract into the XML Mods folder.

Otherwise you're always limited to only having a single file. If you ever decide to give Spire-Scourge some more Spire-y weapons too.
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AI War II - Modding / Re: Spire Railgun Shop
« Last post by Lord Of Nothing on May 26, 2020, 04:06:32 PM »
I like the idea. I always considered Spire having too little diversity of weapons.

2 Tips to improve though:

1.) It's much better making the mod without having to alter vanilla files. I suggest creating a mod in the XML Mods folder of the AI War 2 game folder (refer to https://wiki.arcengames.com/index.php?title=AI_War_2:_Basic_Stat_Modding)

2.) There is a way to make "point beams", which is much more like the old AIWC Spire Railcannons (beams that hit a single target instantly). The following would be an example for one (The weapon type being HeavyBeamInvisible, but the beam_length_multiplier="1" is required to make the game understand it's a point beam):


      <system name="PointBeam" display_name="Point Beam"
               category="Weapon" firing_timing="OnlyInRange"
               damage_per_shot="1000" range="High1" shot_speed="Normal" rate_of_fire="Low"
               shot_type_data="HeavyBeamInvisible"
               beam_length_multiplier="1"
               >
      </system>

Hi -
1. A fair point - That's the way I did it, and I did include the link to that in the opening post, but at the bottom of the list of ways - I've changed it to be the first way listed, since that's probably better.
2. Interesting, thank you - I shall have to play around with that!
:)
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AI War II - Modding / Re: Spire Railgun Shop
« Last post by -NR-SirLimbo on May 26, 2020, 02:49:25 PM »
I like the idea. I always considered Spire having too little diversity of weapons.

2 Tips to improve though:

1.) It's much better making the mod without having to alter vanilla files. I suggest creating a mod in the XML Mods folder of the AI War 2 game folder (refer to https://wiki.arcengames.com/index.php?title=AI_War_2:_Basic_Stat_Modding)

2.) There is a way to make "point beams", which is much more like the old AIWC Spire Railcannons (beams that hit a single target instantly). The following would be an example for one (The weapon type being HeavyBeamInvisible, but the beam_length_multiplier="1" is required to make the game understand it's a point beam):


      <system name="PointBeam" display_name="Point Beam"
               category="Weapon" firing_timing="OnlyInRange"
               damage_per_shot="1000" range="High1" shot_speed="Normal" rate_of_fire="Low"
               shot_type_data="HeavyBeamInvisible"
               beam_length_multiplier="1"
               >
      </system>
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AI War II / Re: Feedback from a new-ish player.
« Last post by BadgerBadger on May 26, 2020, 02:03:24 AM »
A couple responses.
For point 3, Astro Train Depots. I think being able to farm trains at the depot is probably "too strong" of a strategy for train farming, so I don't tend to modify this.
For point 6, FCEs. Doubling Frigate lines is too strong.
For point 7, if you think savescumming is a problematic strategy then don't use it. You aren't forced to do so. I don't mind it being an option for people who want to savescum for good rolls for the time being. If it turns out we need to nerf the player in some way down the road then it might be an option. I suspect it will primarily hurt people at very high difficulty levels.
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AI War II / Re: AI War 2 v2.048 Released! "Bugfixes"
« Last post by phil on May 25, 2020, 11:38:35 AM »
Is there an ETA for the GOG builds to be updated?  Downloading the Linux one now -- appears to be version 2.046.  (2.047 for Windows and Mac.)
Thanks!
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AI War II / Re: AI War 2 v2.047 Released! "Perks By Another Mother"
« Last post by x4000 on May 24, 2020, 08:42:18 PM »
I think there's a place for exotic things as well as the good old staples. Having an extra tanky fleet hardly strikes me as boring. These are in no way placeholder, but they are definitely less esoteric and the more low hanging fruit out of the sort of things we might get up to. This was kind of an initial selection of fleet boosters to show the concept in action and give you some basic starting points to use. But it's not the end of the concept.

The first AI War had ships like munitions boosters and similar, and some of these fill a similar role. That's less exciting than something that fundamentally changes the nature of a fleet, but a lot of people really loved and made huge use of munitions boosters.
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AI War II / Re: AI War 2 v2.047 Released! "Perks By Another Mother"
« Last post by ANGRYABOUTELVES on May 24, 2020, 06:25:22 PM »
I'm disappointed at how boring the fleet booster effects are. They're just multipliers to basic stats; damage, health, shields, it's so boring I don't even want to use them. I expected weird stuff like the old raider, effects that could really change how an entire fleet functions. Every ship moves at X speed if they aren't faster than X like the old raider, or every ship gets cloaking or vampirism or zombification or metabolize, or a flat HP/shield boost so swarmers get really tanky, or fleet-wide shield penetration, just weird effects that make you think about how best to use them. And it would probably be hard to balance, but it would be way more interesting and fun than 1.5x damage or 1.5 hull or even, woah, 1.5x damage and 1.5x hull at the same time!

I hope that this sort of thing is what you already have planned for the future and these effects are basically placeholders for the weird, cool, hard-to-balance effects that you're currently playtesting. The entire rest of the combat system is so intricate, with so many different effects and ship stats and niche interactions that I can't imagine you're satisfied with how little thought the fleet booster wings take to use.
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