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Author Topic: AI War: Fleet Command, Need more AI fodder  (Read 27537 times)

Ygdrad

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #270 on: June 10, 2013, 05:35:15 pm »

What's new/different in the new expansion so far?
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Frumple

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #271 on: June 10, 2013, 05:40:16 pm »

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Aklyon

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #272 on: June 10, 2013, 07:14:50 pm »

What's new/different in the new expansion so far?
Frumple's link is good for explaining things, so I'll just give my impressions of what I've seen so far of them instead.

Dual AI types: Very cool, and you can set them to random individually of course. That can make...interesting combos, to say the least.
Subcommanders: Rude Gesture was hilarious/a pain in the arse to see in its original Mass-counter form. The others I haven't seen much of yet.
Dire Guardians: Can be problematic if a Lair is too closeby. Otherwise, in exowaves they are like spirecraft: Notable amongst the fleetships.

Types:
Chivalric & Bouncer: These two are nice. One literally so, the other one may or maynot be depending on what it placed there. Certainly points out just how tiny damage wormhole posts do when you have a full power post shooting at you in a new system.

Artillerist: Bring lots of range. The AI certainly will.

Exotic: Fun. Instead of waves at a specific destination that will spawn straight in, you get to fight (slightly modified I think) exogalactic waves which come at you from AI space and don't have the restrictions a non-schizo normal wave has on being a single type +starship. You won't get anything absurd at the beginning, but you might want to pay a bit more attention to the waves incase the AI tries to sneak something difficult in.

Vengeful: Very interesting. When you blow up something important to it, it throws ships at you, with the amount scaling with AIP. Vengeful/Exotic can lead to a lot of ships at seemingly random times depending on where the vengeful spawn (or exowaves) appears at.

Vicious Exotic: I know its a more painful version of Exotic. I'd rather not try any of the Red-tier AIs on my own though.

Hunter Plot: Special Forces has a Hunter/Killer (or 2 if you turned it on for both) and a couple dozen high-mark guardians! (on intensity 4. On 10/10, you get the painfully painful pain of 5 H/Ks (1 per mark, x2 if you turned it up to 11 10 on both AIs) and ~160 guardians added to SF after a couple hours. Which individually respawn an hour after you kill them.)
Shark Plot B: Can speed up you losing if you happen to lose a significant number of planets at once. Or just make it more difficult for you to move forward.

Widow Guardian: Has a surprisingly large range on it for a buffed tractor guardian. Can cause a mess.
MLRS Guardian: So many missiles!
Infiltration Guardian: Sneaky. Not very effective vs Mil IIIs.
Shield Guardian: Its like a spirecraft shield bearer. But much less tanky.
Plasma Guardian: Great description. Not so great when you're trying to protect your stuff under forcefields.

Wheel Map: An interesting shape. Can you hold the center system? (More importantly, do you even want to?)
Core Turret Controllers: Not bad. Can be expensive in energy in bulk. But its core turrets with mini fort-style caps, is not exactly surprising. No Core HBC though.

Lightning Torpedo frigate: Not always the most useful, but they don't cost AIP like real lightning warheads.
Devastator: Previously did 2mil shield-ignoring damage with 10 second reload. Now do significantly less damage, but have half the cooldown, which helped a bunch. Slow.
Protector: Can counter anything with enoguh of them with the right module...until it runs out of ammo. Then it has to reload its countershots, becuase if it didn't it would be a bit too easy to keep all the damage ever (or a certain type) away.
Youngling Shrike: Used to come with the Combat Carrier, but that ship ran into usefulness issues. So you get its youngling type instead, its not bad.
Railpods: Yes.
Hydra: Not entirely impressive. But not bad either.

Showdown Devices: AI be angry you messed up its important stuff, and its coming to punch you out personally.

Oh yeah, and its also bringing every mobile AI ship left in the current map as backup. All of them.
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Aklyon

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #273 on: June 10, 2013, 09:17:15 pm »

So, me and Frumple had an idea to see how short a game that involved Vicious Exotic could be, since we couldn't be up all night playing it. Result?

13 minutes, 11 seconds. (This was the first, and only, wave)
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Tarran

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #274 on: June 13, 2013, 05:39:02 pm »

Hmmm, we haven't had a lot of posts in here lately. Out of curiosity, who's still actually interested in a multiplayer game, rather than just available?

Personally, I'm still moderately interested, though I'd rather wait for VotM to be released on Steam before playing any long game again.
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Burnt Pies

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #275 on: June 13, 2013, 05:40:49 pm »

I'm interested, but not getting VotM until it's out on Steam.
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Aklyon

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #276 on: June 13, 2013, 05:43:45 pm »

I'm still interested and have VotM, though I've mostly not known whether or not anyone who has it wants to play a game since its been available.

Also if Ancient Shadows is anything to go by, theres a reasonable chance you'll be able to get a steam key for it anyway whether or not you wait.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Frumple

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #277 on: June 13, 2013, 05:52:37 pm »

Hmmm, we haven't had a lot of posts in here lately. Out of curiosity, who's still actually interested in a multiplayer game, rather than just available?
M'still pretty comfortably in the "If someone bothers hosting, I'll join up" zone. So long as I'm at home and don't have need-to-sleep issues, anyway. Have VotM, for what that's worth.
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Shadowgandor

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #278 on: June 14, 2013, 08:11:26 am »

I'm definately still interested in a multiplayer game. Have all the expansions, including VotM. Maybe we can have a game in about 60 hours from now on from this post on? That's sunday evening for me. I'll be having lots of spare time after wednesday :)
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Aklyon

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #279 on: June 14, 2013, 08:17:02 am »

So that would 9PM on sunday to me. A bit earlier than that would be nice, but thats not a bad time.
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Frumple

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #280 on: June 14, 2013, 08:32:39 am »

Mm... I could spare a couple hours then, but not much more than that. Early appointment the next day, need sleep, etc. Earlier it starts, more time I could spare. Probably clear the rest of the week, though.
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Shadowgandor

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #281 on: June 14, 2013, 08:45:51 am »

I might be able to play earlier, but I'd have to go for a break for dinner which takes me about 30-45 minutes. If that's fine with you guys, I could go as early as late afternoon on sunday, about 48 hours from now on :P Also, I have no idea why I wrote 60 hours. I meant 50 hours. Proof reading really should help me in the future :P
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Aklyon

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #282 on: June 14, 2013, 08:57:42 am »

50 hours is like, half a day earlier than 60 ;)
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Shadowgandor

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #283 on: June 14, 2013, 10:25:51 am »

I know :P My mistake. Still, I can play until about midnight, which would've been 57 hours from that post. :P
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Tarran

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Re: AI War: Fleet Command, Need more AI fodder
« Reply #284 on: June 14, 2013, 10:39:08 am »

50 hours would be right on 8AM for me. So definitely not possible for me to join at that time, unless like today I for some reason I wake up unusually early. 60 hours would've been a much better option for me.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.
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