Recent Posts

Pages: [1] 2 3 ... 10
1
AI War II - Non-Urgent Discussions / Outer Galaxy Threads
« Last post by t4r0n on May 06, 2021, 04:43:36 AM »
I love the idea that the AI is currently fighting outer galaxy factions and thus does not pay attention to the humans. I would be cool to see maybe in a future expansion that the AI and humans ally against some bigger external threat - like in that one Star Trek TNG episode where the borg and the humans fight species 8472 to prevent extinction.
2
AI War II / Re: Beta 2.813 Golem Relations
« Last post by carldong on May 05, 2021, 11:13:02 AM »
Scouts in AIWC served a dual role of revealing new planets (exploration) and giving persistent vision by being stationed on a particular planet (picketing).  Spies fulfill the picketing role, but are less critical since logistics and military stations provide vision on adjacent planets (and can be hacked to provide more hops of vision).  You have to clear out special anti-spy structures in order to safely picket some system.

Exploration is still triggered automatically whenever you take AI systems.

Oh, I see. I thought only Logistical stations provide vision. I guess that was an ancient version.
3
AI War II / Re: Beta 2.813 Golem Relations
« Last post by tadrinth on May 04, 2021, 01:10:07 PM »
Scouts in AIWC served a dual role of revealing new planets (exploration) and giving persistent vision by being stationed on a particular planet (picketing).  Spies fulfill the picketing role, but are less critical since logistics and military stations provide vision on adjacent planets (and can be hacked to provide more hops of vision).  You have to clear out special anti-spy structures in order to safely picket some system.

Exploration is still triggered automatically whenever you take AI systems.
4
AI War II / Re: [Bug] graphics - system - lost energy reactor
« Last post by Malchuth on May 03, 2021, 11:34:31 AM »
5
AI War II / [Bug] graphics - system - lost energy reactor
« Last post by Malchuth on May 03, 2021, 11:15:52 AM »
When I am entering a planet system with a lost energy reactor with tab, the graphics are getting maxed pixeled and very very colorful. I see only big white and color blocks.
escape menu ist there but I can't see it as well. pressing tab shows the same result.

AI WAR II, Vers. 2.816
macOS Vers. 10.15.7, Radeon Pro 580

best regards
malchuth
6
AI War II / 2.815 Polishing And Bugfixing
« Last post by x4000 on April 30, 2021, 08:01:56 PM »
New build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#2.815_Polishing_And_Bugfixing 

We are back from beta, and this new version includes a lot of polishing and bugfixing, improvements to the bastille turret, and many various items for our DLC2 testers to bang on.  This also has another raft of multiplayer fixes, although thankfully the number of those required is going down quite a lot.   We seem to have slain both ghosts as well as the creeping command lag, and the new MP issues reported were actually all related to DLC2!  So that's a nice thing to be whittling down so far.

During this beta period, we've increased energy requirements quite a bit for superweapons, and also scaled back the number of ship lines you have access to.  Officer fleets no longer come with free ship lines, but also now cost much less AIP to capture.  ARSes and similar have slightly fewer choices, but the ODSS in particular now has a better balance of choices rather than giving you too many redundant ones.  There's a Goldilocks Zone of "just enough choice but not too much" that we're trying to hit, and we seem to be quite close, if not there.

As part of the beta process, the AI got some new anti-spy buildings for its highest-mark planets, so you can't just spy on them with impunity in those areas.  We also took away the mechanic that caused the AI to automatically mark up to mark 3 by the time you attack their homeworld; if you want to run a low-AIP game, you can now do that.  The mechanic still remains on difficulty 10, but we decided it was needlessly punitive (not the original intent at all) on lower difficulties than that.

There are a number of new hotkeys that are default-unbound that you can use for things like selecting-only-turrets or for placing half or a third of a cap when you click.  Thanks to donblas on those.

AI homeworlds and bastion planets now have special icons and styling that make them easier to spot.

Enjoy!
7
AI War II / Re: Beta 2.813 Golem Relations
« Last post by carldong on April 30, 2021, 01:14:08 AM »
Is it reinventing the Scout mechanic from AIWC?
8
AI War II / Beta 2.813 Golem Relations
« Last post by x4000 on April 29, 2021, 09:13:49 PM »
New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#Beta_2.813_Golem_Relations

You need to use the current_beta build on Steam or GOG to see it.  Assuming that all seems sane with this build, this is the end of the current beta period.

What's new in this one?  There are a few bugfixes and QoL improvements (thanks to donblas for several of those).  There's a new anti-spy system and some improved spy balance, courtesy of CRCGamer.

The Arks and Golems have all been made cheaper in AIP to capture, cost WAY more energy to run (they were stupidly undercosted in energy), and no longer come with any ships when you capture them.  You just get them for themselves, not for the fleet they're toting along.  Thanks to Strategic Sage for the suggestion about the energy costs, as well as a raft of related items.

Existing savegames that would be thrown into negative energy by balance changes now automatically get a free energy handicap that keeps that from happening, which gives us a freer hand to make large energy usage changes like this without breaking anyone's campaign.

You get one more choice again from the TSS, bringing that back into middle-balance. The Reprocessors by CRZgatecrusher has been updated to the latest code standard, and Civilian Industry has been updated to have better late game performance by ArnaudB.

I put in a ton of fixes to multiplayer, and this time I think all the last of the ghosts are gone.  Thanks to Bummeri, greyhoundgames, KaleR, and Jusa for the great reports in that area.

There's some new stuff I'm planning for post-DLC2 with alternative game modes, but it will have to wait a few weeks at the moment.  You can read the current iteration of that design here: https://docs.google.com/document/d/1PkSQoFIYZDN42jaYvjQ_pLGGWYJrYq4mfhFZvfJjNyk/  It's open for public comment.

For the next couple of weeks, I intend to focus just on bugfixing, MP, and DLC2 icons and art.  Then on to game modes, etc, after DLC2.
9
AI War II- After Action Reports / Re: A Diff 6 win after a lot of updates
« Last post by carldong on April 29, 2021, 01:20:01 PM »
Also, Hacking is more fun right now. I used it most on sabotaging Eyes, and sometimes to capture AI Fortresses. I also hacked for a few ship lines, and experimental ships.

I don't know if this was intentional, but the AI really likes to put Eyes or other nasty things on chokepoint planets.
10
AI War II- After Action Reports / Re: A Diff 6 win after a lot of updates
« Last post by carldong on April 29, 2021, 12:16:47 PM »
Attached is the save of my pre-homeworld-assault state (I think).
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk