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AI War II - Gameplay Ideas / Free Camera view
« Last post by NegaTrump on Yesterday at 11:07:35 PM »
Would anyone else like to see a freecam where you can move underneath ships and space docks, get a full 360° view of them? It would look awesome!

I'm just picturing this games fight system to become a lot like Star Wars: Empire at War space battles, where ships can dive down and fly up in these epic battles of 1000+ ships.

Of course this is me just daydreaming, so for now, FREE MOVEMENT CAMERA!
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AI War II / AI War 2 v0.804 Released! "Hack Me Quickly"
« Last post by x4000 on Yesterday at 10:17:42 PM »
Release notes here.

This has a couple of notable bugfixes, and it tunes the balance on the hacking response from the AI waaay down.  That was some game-ending level of hacking response that some folks were getting.  Badger is currently in the process of reworking how the hacking response severity gets calculated anyhow, but for now we just toned down the existing mechanic since the new logic isn't ready yet.

This version also simplifies the speed controls some, and adds in legitimate Game Speed Styles (rather like the first game had).  These GSSes, rather than being like fast-forward or slow-motion (which we do also have), act as balance shifters to either make the game more frenetic or more contemplative.  The default values here are the same, but there is a speed now that is Epic (quite contemplative), all the way up through Cheetah (very fast), all the way through Insane and Plaid (because why not).

Some folks feel like it's too fast, some folks feel like it's a little slow, and now everyone can play the way they want while leaving the in-game wall-clock alone.  Except when you want to fast-forward for a bit, which obviously you can still do.

Also?  Sabots are not so darn terrifying anymore, so your starships should breathe a sigh of relief.

Big Topics

It's late and I'm quite tired, so I don't feel like getting into these full discussions right now.  But basically I am hearing what you're saying about things like the control groups being difficult to manage, and some of the things you want to be able to control with them, build queues, etc.  I've been thinking hard on some solutions for those, and I think there will be some good changes to come out of that.  Thanks for your patience, in the meantime.

The lobby is something that I desperately want to get fixed up to a nicer state, but with all the feedback pouring in on actual in-game areas I think I am going to have to delay that a bit more than I had expected.  I had figured the lobby would be done by the end of October, but now I think it's better to say November instead.  The overall game experience will evolve a lot faster and more pleasingly that way.  Don't worry, I'm not going to forget about it!

There are also some very valid concerns/wishes that folks have for more options on the galaxy map to find things easier, and some things related to making scouting easier (and/or results of scouting to be easier).  Those are also on my radar, and something I'm putting ahead of the lobby right now because I think that will help everybody more directly.

Oh, and getting some of the tutorial things a bit better, like it not skipping ahead on you, and telling you what a colony ship is.  I want to get a tip of the day in there, and maybe an in-game FAQ or something.

And then of course the growing list of small wishes, big wishes, small bugs, big bugs...  These last couple of days have been maybe too much talking on my part, so I am going to try to balance that more with the actual work of developing the game.  Even with a 10 hour workday, I still have 72 unread messages at the moment.  It's a good problem to have!  Don't get me wrong.  But it does require me to try and work on time management a bit better.

Expect more tomorrow, and each day this week.  We've been maintaining a schedule of roughly 3-5 releases a week for a while now, and we don't expect for that to change anytime soon.  Thank you everybody so much for the support, and the kind words, and the positive reviews.  It's making such a big difference to us.

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
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AI War II / Re: Do AI Planets Still Go "Alert"?
« Last post by EKG_Burst on Yesterday at 10:10:40 PM »
Welcome!  Sorry for the slow response here.  And you are in just the right place. :)

The concept of planets being on alert is... kinda-sorta here?  The AI does make decisions based on the proximity to hostiles, but it's a little more complicated now since there are other hostiles than just you, and those hostiles may or may not own planets (macrophage often lives on AI worlds, doing nasty things without taking the planet).

The AI has a certain set reinforcement budget that goes up as the AIP goes up, and it allocates that primarily along the "front lines" of where it thinks things are most dangerous, but that's not just limited to what we would have considered "planets on alert" in the first game.  I can't remember if the reinforcement budget in the first game went up with more planets being on alert or not.  I'm not sure if that would be wise in this game, or not.

I'll be curious to know what you think about how it's tuned at the moment, if we should show alert status or not, and that sort of thing.

Cheers!
Chris

Thanks for the reply Mr. Parker! So what I'm hearing is that while the concept of alert reinforcement is generally the same, the conditions and variables the system is working under are more complex and varied.

While I'll definitely let you know about tuning the more I play, my first instinct is that a tooltip updating the player to "alert" status would be helpful, but it would necessarily have to convey more information than in the original A.I. War, and I don't know how much of that information you want to keep hidden from players at any given time.
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Yep, there's also "build 5 on this planet, 5 on that planet."  Versus trying to get some on each one just split by luck.
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Building a Sentry Starship to go with your fleet. You only need one - and they're energy intensive.

Additionally, in Classic, you could queue up multiple of the same ship in a repeating queue, so it'd go, in a loop:

Fighter Bomber Bomber Bomber Missile Frigate - Fighter Bomber Bomber Bomber Missile Frigate

Since there are more Bombers in each loop, it prioritises those. Of course, you can set a dock to build just those, but then it won't contribute to any other ship. Using that, if it has to build all three, it'll get the Bombers out first, while still contributing to the others.

It's...not something I recall using intentionally, but something I have memory of seeing in action when I caused it by accident. I did go on and confirm this is a thing.
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I'm confused as to what this actually is looking for. Can you give me a scenario where you would want this?
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AI War II / How to build X number of ships, not until the cap size is reached?
« Last post by x4000 on Yesterday at 04:38:59 PM »
What do folks think about this topic?  https://steamcommunity.com/app/573410/discussions/0/1732090362040651173/

Eric and Badger, I can't remember what we discussed, if anything, with it.
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AI War II / Re: Do AI Planets Still Go "Alert"?
« Last post by x4000 on Yesterday at 04:38:03 PM »
A looooong time ago, in AIWC, the budget was a certain severity based on the AIP, but it would happen in a certain number of "spending events" that was based on the number of non-AI planets that existed, and it would try to spend only on alerted planets unless it had hit its strength cap on those, and then flow over to elsewhere.

But things progressed a long way from there, and AIW2 has always done it differently.  I think AIWC does it differently now, too.
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AI War II / Re: Do AI Planets Still Go "Alert"?
« Last post by etheric42 on Yesterday at 04:01:20 PM »
Does anyone think it would be useful to see what AI planets are on "alert" on the galaxy map?

If it sounds useful but also TMI, maybe gate it behind a tech or a certain building?
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AI War II / Re: Do AI Planets Still Go "Alert"?
« Last post by BadgerBadger on Yesterday at 03:56:03 PM »
No, reinforcements are only based on player AIP. You are the star of this game, after all.
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