Yah! New build. Beta Build: 56516 AI now has an economic scale; Once you host an AI game, you have a player and AI economic scale, so you can adjust difficulty for both yourself and for the AI. If you want to pure sandbox, you can set the AI to 0. This is a temporary way to provide an AI difficulty slider until we get more robust lobby options in place. Better information provided now in celestial view for current orbits and interception paths Laser towers should have an easier time hitting bots now Metal spots should no longer be destroyable except by asteroid impact. Quite a few simulation terminated fixes Units rolling off a factory can no longer be interrupted ; They will finish roll off before starting up their next task More user friendly errors if your client can't start for some reason, especially if it's related to Coherent (Our UI system) A number of AI improvements: Can now build storage, anti-nukes, mobile aa and mobile artillery; They will more aggressively defend their mexes (metal extractors) with static defenses, and they will be trying to expand more rapidly; In general, they should also get stuck on various tasks much less frequently Bombers should be able to hit more accurately again. They are not done, but they were a little over broken while we work on carpet bombing functionality. Orbital Laser now correctly requires energy to function, which means it will slow down the overall speed at which it can fire.
Other changes New unit type values: "SurfaceDefense", "Artillery", "Offense", "NukeDefense", "AirDefense" Nukes and Anti-nukes now have influence values Aim bone of the Adv. Laser defense changed (was "bone_turret", now "socket_aim") Bomber & Adv. Bomber weapon pitch range changed (45 -> 60) Bomber & Adv. Bomber weapon yaw range changed (5 -> 60) ... and there may be a new commander model in the data files.
Well, I played a game against the AI yesterday and oh my god... it is actually really fun... great work!
Carpet Bombing? Dammit I've just had new carpets laid out in my base! On a more serious note the AI doesn't seem to raid as much and spends alot of resources on turrets around the map to protect expansions. Might be best to tone down the wall/turret building a little and allow it to build more units instead.
I have had the AI build huge army's along with its defences, but once the AI get better at properly mobilising troops and responding to attacks then the defences should be more balanced by comparison.
Can you explain this one a little more? Like: A) [TA Style] A unit that requires 1000 energy to fire will never fire until you have 1000 energy in storage. It takes the firing cost out as a lump sum. or B) A unit that requires 1000 energy to fire will charge up its own internal battery at a rate that's mitigated by how negative your energy income is, similar to how nanolathes work I think all artillery has the problem where it's supposed to be using energy [according to the wikis], but isn't, and I think that's behind some of the balance complaints.
I don't know when it was brought, but i'm happy to see land units slopping when leaving the factories