Annatar11

Annatar11

Joined Member # 2632777
66 Posts 11,640 Replies 28,704 Reputation

It sounds like we're talking about the same thing pretty much, we just maybe have different ideas of what an 'uber' AI may be. I fully agree that the combat AI needs to stop doing stupid stuff and fight smart so you can manage multiple battles easily. I just think that the limit to the smart AI should be to be able to knock out defenses in an intelligent way like players do now, and maneuvering around should be left to players. Having the AI destroy defenses would only take a little whi

20 Replies 7,378 Views

I know the point you're trying to make, and generaly I agree with it. But: The point of defenses are not to shred attackers so you don't need to invest in a fleet. The point of defenses is to slow down attackers until a relieve fleet arrives and then to help the defending fleets. Letting the AI bypass defenses won't slow anything down long enough until a relief fleet arrives, really. Your statement is true, but that's done by making defense

20 Replies 7,378 Views

if I did id probably would have led my team with better coordination Not to nitpick, but being the only one who left without even 'losing' anything, the implication that you would've been a good 'leader' is quite farfetched The attitude just doesn't match that. Hell, we didn't take it too seriously, we just joked about it when the AI that took over you

19 Replies 23,259 Views

The problem is, if you make the combat AI too "smart" and allow it to around your defenses, then what's the point of even having them? It's very rare to have a planet that you can't jump into without engaging the full defensive line. So, if you make the AI all go around (or Cobalts go around while LRMs engage, whatever), then that makes the job too easy for the attacking player and almost impossible for the defender without having a mobile fleet around the same planet. So yeah, on the

20 Replies 7,378 Views

we dont need more anti-ship weapons, what we need are some anti-fighter weaponry to defend certain places (hangers come to mind) Ditto, which was actually my proposal for a new defensive structure

57 Replies 12,854 Views

and poor and my other ally had no fleets so it was pretty much us waiting to die That's actually quite false

19 Replies 23,259 Views

I suppose I should get the Orange Box eventually.. but my hands are full enough as it is to get yet another game Plus TF2 doesn't look that interesting to me, would be more for Episode 2 But, if you're not here, one less Sova raid to worry about <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.

266 Replies 294,255 Views

So after that 4v4, I figured why not try and organize another big game It's hard to predict how long it can last, so I wouldn't put the "You must stay until the end" condition on signing up, especially since it's during the week and people have to work and things. But the condition I will put is not to leave when your flagship gets destroyed early on. Otherwise, stay as long as you possibl

266 Replies 294,255 Views

damn wish I had been there for this Slacker. Although to be honest I logged on *just* in time for it. It was a tossup between a Sins game and more Hellgate: London betaing. Glad I picked Sins, though

19 Replies 23,259 Views

That was a fun game Managed to take out Giant's flagship but missed his little colony ship jumping in, so had to waste some time/resources getting Krosovs there to bombard since it's usually bad when an enemy team establishes a foothold right next to your Homeworld (especially with your only ally on that side an AI), but then Ron just had to jump in with his fleet and then I gambled badly on being able t

19 Replies 23,259 Views

-Many techs that aren´t essential will rarely be researched (can be avoided with careful setting of the research times) This is already true in Sins for shorter/smaller games. The only time you really research everything is on large maps with lots of downtime, not because you need it but because you really have nothing else to do with that much money and you might as well. This mostly applies to Civ techs, most Military ones are more directly us

25 Replies 6,294 Views

You also won't need cruisers unless they are carrying wings, so all but the carrier-cruiser are more expensive. Maybe the command cruiser is not available. Not to nit-pick at the idea, but since the command cruiser 'paints' targets, it would be of more use to a carrier-based fleet than a repair cruiser, so I'd say the Hoshiko should not be available instead. But anyway, that was pretty well put! There could probably be another doctrine type or t

32 Replies 10,225 Views

maybe because they were good the way they were! Yeah, I imagine they were quite marvelous to trap the AI though it has been said a thousand times before: that is what scouts are for. But what if you can't avoid that system? Scout or not, you'd have to jump your fleet in and gamble on either being able to overpow

26 Replies 5,949 Views

The thing I can think of is that the AI prioritizes different ship classes (like your ships will go out of their way to attack Krosovs first, even if they're not in friendly territory). So if say you had a Krosov in front of your Kol and then the next highest priority ship behind, the Kol would turn to that next target, and so the chain continues if #3 on the priority list gets behind again..

8 Replies 3,699 Views

It's quite useful in multi player. That's what I was trying to point out Against the AI the current one is useless because the AI never tries to skip through grav wells. Humans surely can, though I've yet to see one try i have never agai

26 Replies 5,949 Views

Right now, anything would be more useful than the current "phase jump inhibitors". The current ones are useful enough, it's just that most people don't bother skipping planets to get to a juicier target, AI especially. It's ironic how most people are so anti-turtling but want the old inhibitors back. What do you think preventing all phase jumping helps? Turtling! Sure, you can spot a trap with a scout. But what if that planet is the only entry

26 Replies 5,949 Views

Hookay, after toying around some with the selection based empire tree... In a few words: I find it better/more useful/easier than the default. In more words: The thing I didn't like most about the default empire tree is that *everything* was in it and on larger maps it was always easier to just say screw it and find what you needed in the main view than bother with the tree. The only time I really used it was in combat to pick targets, or when I needed to pick out som

38 Replies 45,742 Views
Reply to AI Ideas in Beta Feedback

Hmm, neat Just confirmed for myself, too.

16 Replies 7,346 Views

Actually there is. If you zoom in on the Scout, you will see it launch a little satellite that starts flying around the planet's gravity well. You can even follow it around if you want. I stand corrected Never bothered to zoom in on the scout that much before

16 Replies 29,761 Views

The only lag I got prior to the patch was everything running really slowly. Excruciatingly so. No real command lag, like I'm getting now. Please note that I'm 99% sure I have both of yesterday's patches -- I got home after both were released, and reinstalled the game completely. Are you still getting command lag? I played a game yesterday and didn't have either type. Prior to the patch I was getting the everything slow lag in every game, y

272 Replies 216,343 Views

Rofl I don't know, with those expanded explanations I'm beginning to think kryo mines might be worse. But then, only having your weapons/abilities/engines/whatever work on Thursdays might be bad too

34 Replies 6,841 Views

This discussion is sort of about a different thing, but to answer your questions: Is there any indication of a probe launch? Graphical, audible? Nope, it's just an auto-cast ability of scout ships. I've selected this tech tree update several times and I am not sure I've seen it working. If I have my scout on auto roam will it not deploy these probes? You won't see it deploying, but you'll k

16 Replies 29,761 Views

Level 6 meaning needing 6 military research stations? With the increased resource gathering rate it's a lot easier to build up those stations, but by the time you get that many the enemy still should have a decent sized fleet, so yeah perhaps making them 5-6 per platform would do okay. Sort of moot theorycraft though in any case, I was just trying to make a point for Vandenburg that direct combat ability doesn't necessarily make anything overpowered, the direct costs and opportunity cos

57 Replies 12,854 Views

I think every space game made to date that used naval classes for ships followed the naming convention, size wise (not necessarily role wise), which is probably why it would be really odd for a lot of people to see 'destroyer' overpowering a 'cruiser', even though destroyer sounds much more menacing For the longest time I actually thought destroyer was a size higher than cruiser, too <img src="h

47 Replies 39,173 Views