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Starward Rogue / Re: Starward Rogue AuGMENTED teaser - Paladin Mech
« Last post by Pepisolo on Today at 02:55:51 PM »
The most obvious but probably wrong answers are Garukhan, Queen of the Winds, or Vulkuur, the unbreathing queen, just because of the name similarities and different elements than frost.

Unbreathing Queen is the closest because of... reasons, but that's not the one. :)
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The most obvious but probably wrong answers are Garukhan, Queen of the Winds, or Vulkuur, the unbreathing queen, just because of the name similarities and different elements than frost.
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Starward Rogue / Re: Starward Rogue AuGMENTED teaser - Paladin Mech
« Last post by Pepisolo on Yesterday at 04:23:05 PM »
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Looks great. Not sure how much the game is balanced for a melee character, but I am definitely eager to try.

If the mech was full melee it probably wouldn't work that well, but it's more like half-melee since all main melee weapons at least have a ranged projectile component. The projectile doesn't do as much damage as a close range melee attack, but it can still be used for those times where you're forced to fight at range.

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I will guess Merveil or Mother Phyia.

Nope! It's a very difficult question, I think, heh. I'll give one clue: the elemental type for this Starward Rogue miniboss variant is different to the one the boss uses in Path of Exile.
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Starward Rogue / Re: Starward Rogue AuGMENTED teaser - Paladin Mech
« Last post by tombik on Yesterday at 12:39:26 PM »
Looks great. Not sure how much the game is balanced for a melee character, but I am definitely eager to try.

I will guess Merveil or Mother Phyia.
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AI War II - Modding / Re: Wormhole Disrupters
« Last post by keith.lamothe on Yesterday at 11:33:17 AM »
It does seem better for post-1.0, expansion or otherwise. Perhaps as part of a "Dynamic Map Types" feature where the external mapgen implementor can:
- move planets during the game
- update the position of wormholes on a planet so that the angle stays correct (I'm not sure if it would be cool, disconcerting, or both to see wormholes orbiting in real time)
- add or remove links

An example would be a Concentric map, where the even rings "turn" clockwise and the odd rings "turn" counter clockwise, with each "outbound" connection from one ring to another periodically updating to link to whatever the nearest planet is in the target ring. That seems like a decent balance between chaos and order. If there were territory-based special factions it might mess with them, but I could see some (like the Nanocaust) become more interesting as a result of being fragmented like that.

Another would be Nomads proper (the moving planets part, not the planetary-warhead part, which would be handled separately), probably with default motion and re-linking logic that could be used on whatever map type (as in AIWC) that could be replaced by specific map types where it's desirable to have a more tailored behavior.

As a semi-joke, the force-directed-graph detangling logic from AIWC could be ported over with as part of a Detangling Vines map type, that starts as crazy as Vines did in AIWC, but over the course of a few hours resolves into a map that actually makes sense ;)

An actually-gameplay-relevant variant of that would be to seed some kind of Repulsor and Attractor structures on different planets, and capturing/hacking/whatever one would cause it to feed into that force-directed-graph algorithm as a repulsion/attraction with other activated nodes. No other forces would be exerted except:
- Planets try to maintain their original distances to their neighbors
- Planets generally repel other planets that get very close
- Linked planets forced more than 2x their original distance apart causes the link to cut
- Unlinked planets forced closer than X units link up
Something like that; it would add a layer of meta-strategy.

Whether any of those would be fun to play a serious game on, I dunno.
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AI War II / Re: AI War 2 v0.607 Released! "Don't Die Harder, Die Smarter"
« Last post by BadgerBadger on Yesterday at 11:18:52 AM »
I can recreate this on OSX in fullscreen mode only. I also have a workaround of sorts. Set UI scaling to < 1, then you can use the "top of the screen" section that isn't part of the resource bar anymore to scroll up using the mouse. Looks like there's some confusion between the GUI code and the Camera code?
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AI War Classic / Re: Just played my first Fallen Spire game
« Last post by Elestan on Yesterday at 11:05:31 AM »
Also, put both the city hub AND your command station right on top of the wormhole leading deeper into your territory. That means the AI MUST remove the city defenses to get deeper into your space.

I agree with the two types of cities you described, but would tweak this slightly.  I think it's usually better to let enemies reach the exit wormhole without forcing them to completely crush your defenses, so that you can repair them quickly rather than having to rebuild them (and suffer the rebuilding hit on the CS).  So I put the (indestructible) hub just in front of the wormhole, and the much more vulnerable CS next to the reactor farthest from the attack direction.

As an aside, it's always seemed odd to me that command stations (on both sides) have so few hit points; most CSs have less than a lot of fleet ships. Even the MilIII is more fragile than most starships, and its weapons aren't all that great against enemies that can't be translocated.
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AI War II - Modding / Re: Wormhole Disrupters
« Last post by BadgerBadger on Yesterday at 10:09:42 AM »
First, it's great that this seems like a potential area for modding.

The second question is A. whether this actually sounds like fun, and B. whether it makes sense to try to have something like this in for 1.0. It might make the most sense to hold onto this until you were planning to do Nomad planets anyway; Nomad planets seem like a useful selling point for an expansion since people enjoyed them in AIWC.
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The problem that the mouse cannot be used for scrolling upwards still exists in 0.607.

For some reason the camera still does not move upwards when I reach the end of the screen. It works perfectly fine in any other direction but does not register the top part of the screen.
Any possible reason this might have? Something like resolution settings, not recognizing the window size according to the resolution or something like this, believing the window is larger than it actually is?
My current resolution is set to 1360x768 and the game widnow is also set to this but it might think the actual window is larger and does not notice, that I'm at teh end of the screen?

I have exactly the same problem. I'm playing in fullscreen mode (resolution 1920x1080) and can only scroll left, right and downwards, but not upwards when I move my mouse. Using the keyboard I can scroll in all 4 directions.

Game version ist 0.606.
Sorry, I thought Chris was watching this, but I think he's tied up elsewhere. Is this only on fullscreen or do you also get it in windowed mode? And what OS?
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AI War II - Modding / Re: Wormhole Disrupters
« Last post by keith.lamothe on Yesterday at 08:04:28 AM »
Adding/removing wormholes in AIWC was a royal pain due to the very specific way they were handled (including the fact that originally they weren't even serialized to disk, the mapgen was just rerun for that stuff whenever you loaded).

In AIW2 it's much easier to add/remove wormholes.
For removal I'd use planet.GetWormholeTo(otherPlanet) , wormhole.Die() , planet.RemoveLinkTo(otherPlanet) .
For adding I'd use planet.AddLinkTo(otherPlanet), and then 2 sets of wormhole = GameEntity.CreateNew() (search external for SpecialEntityType.Wormhole to see how) followed by wormhole.LinkedPlanetIndex = planet.PlanetIndex .

You could probably even add planets, though not remove them (to "remove" you'd need to suppress them somehow, to avoid messing up index positions). Getting everything to play nicely with the modified map is a different kettle of fish, but should be doable.

First, as you said, breaking the graph is out. That would cause no end of problems. That said, you could add a compensating connection before removing the existing one, and that would let you do this on Snake. It would probably result in a map that gets progressively less snake-like, however. On that note, it would be kind of fun to have a map type that changes from, say, Concentric to Wheel over the course of the game, by moving stuff around and relinking. Or a maze type where the "labyrinth" gradually reconfigures itself. On the other hand, that sounds like a defensive nightmare. On the third hand, many AIWC players seem to enjoy nightmare difficulty ;)

Second, pathfinding needs to be notified:
1) If removing a wormhole, all units with a wormhole order to enter the planet on either side (or who are _on_ either planet and have a wormhole order going anywhere) would need to have their paths rerolled. Same as AIWC, not terrible, but needs to be done.
2) Whether adding or removing, RecomputePlanetDistances() needs to be called on the galaxy object. This rebuilds the cached lookup used by planet.GetHopsTo(otherPlanet), which is used for pathfinding costs.

Both of these would need to be done at a stable time between long-term-planning cycles (so the graph isn't changing while the AI thinks, etc), which basically means when I handle GameCommandType.HandleEndOfLongRangePlanningCycle (in core). So perhaps I should provide a HandleEndOfLongRangePlanningCycle() hook for conducts and factions to define in external, and it could be done there.

And theoretically that's it. In practice I'm sure there would be some race conditions with vis code and possibly some other parts of the sim that need to be notified, etc.
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