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AI War Classic / Re: Just played my first Fallen Spire game
« Last post by ZaneWolfe on November 21, 2017, 09:59:17 PM »
The reason I put it right on the wormhole is that I find that the AI will usually stay long enough to kill the CS anyway. If not all of their ships, then at least enough of them to finish the job. This also buys more time for my fleets to arrive and defend the place. Once I have a full 2 cities, I usually only ever attack the AI with my Spire Fleet and my best support ships, leaving the rest of my ships for defense. Exos are a pony after all. (And I'm running around with FS, Botnet, Spirecraft, AND Golems) While somewhat limiting on my offense, the sheer power of even a 5 shipyard fleet is STAGGERING. I've seen it break through 10k-15k threat with minimal losses. A few repairs later from T3 Engineers, and they go right back to murdering the crap out of the AI's worlds. This only gets more silly at 10+ shipyards, and down right crazy once you unlock battleships and dreadnaughts.
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Starward Rogue / Re: SR Expansion Alpha testing
« Last post by Pepisolo on November 21, 2017, 04:30:21 PM »
Just a note. Alpha Build 3 has now been sent out to testers. This is not far off Beta quality, so if anybody else wants to sign up to test a more polished build, now would be a good time. Although, you could always just wait for the Beta, of course.
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Starward Rogue / Re: Starward Rogue AuGMENTED teaser - Paladin Mech
« Last post by Pepisolo on November 21, 2017, 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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Starward Rogue / Re: Starward Rogue AuGMENTED teaser - Paladin Mech
« Last post by WolfWhiteFire on November 21, 2017, 07:28:15 AM »
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 November 20, 2017, 04:23:05 PM »
Quote
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 November 20, 2017, 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 November 20, 2017, 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 November 20, 2017, 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 November 20, 2017, 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 November 20, 2017, 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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