igncom1

igncom1

Joined Member # 3398374
4 Posts 65 Replies 11,510 Reputation

I remembered to ask, how much does one person having a slow computer show the game down? My PC isn't exactly the best in the world, as even the Eye Jug has no firing effect on the settings I use.

3 Replies 19,627 Views

I might be able to get a replay of the last game I played with the issue, but I don't have a save game to my knowledge as I don't tend to save in the middle of a skirmish. I might also be able to get a youtube vid tomorrow that shows the AI getting stuck if that will suffice.

9 Replies 61,578 Views

That's a tough question but I feel like the ideal endgame for me is to up the scale not necessarily in the quality of units but in quantity of units. I like commanding large armies and forces, ones large enough that splitting them up across multiple fronts doesn't feel like a risk if they enemy tries to barrel all of their forces down a single avenue. But I'm not sure if I am really expressing what I think correctly or if I have some wired mixed, as it is easy to criticise but harder

9 Replies 61,578 Views

What do we all think of the new patch? Here's me personally: I like the new vision and radar range. The new juggernauts are cool enough, personally not a fan of there being 4 unit tiers but hay ho. The nest is still a domination machine in the AI's hands, pulling opponents back into friendly defences by reversing, permanently locking units that prefer frigates before juggernauts into a battle they will never win and so on. The eye jug is wi

9 Replies 61,578 Views

Weird, so the Masochist is a more cost effective tank then the Mauler or Avenger? And the Capacitor and Caregiver is even higher? Strange. And the Avenger has a more cost effective dps then the Masochist? That is really weird! I've taken to using the anti-frigate/anti-cruiser cruisers as meat shields to the main damage dealers in my fleet like the Nemesis/Artemis or the Drone Hive/Masochist and so on. I guess I've been doing it wrong? Never been

6 Replies 38,362 Views

I think you can 'program' unit behaviour in zero k but personally I think that's a step too far. Unit micromanagement should still be rewarded in my opinion rather then just making all of combat fully automated. It's a skill like any other.

19 Replies 139,835 Views

[quote who="GeneralsGentlemen" reply="6" id="3688206"] I was able to reproduce and fix that Athena targeting issue. It had all the priorities setup right but must have been bugged. Thanks for sharing! The video helped too. [/quote] Pleasure to serve sir! For the PHC!

13 Replies 135,205 Views

[video]https://youtu.be/3mi_I4PD7TI[/video] At 1 hour, 46 minutes and 30 seconds when my army attacked the juggernaut army it wasn't until I gave the manual order to shoot at the Queen that the Athenas stopped shooting at the frigates and moved onto the juggernaut. Attack move can often be a little funky like this, not that it's the biggest issue as Athenas are most of a tanking unit then high damage dealers themselves. By late game they are more supposed to be shot at while s

13 Replies 135,205 Views

The nest is such an effective one unit army that it's mental. Units like Athenas don't target it on the attack move and often get stuck trying to kill the frigates and other escorts before trying to fire on the nest it's self. Attack moves often leave armies stuck trying to kill the rapidly re-spawning swarm that they forget to shoot at the nest, often requiring a manual command to focus her down. The Leonidas is a big gun, pure and simple, but can struggle with terrain

13 Replies 135,205 Views

I'm too used to supcom and such where an early radar is cheap and essential. Gotta catch those early bomber rushes yo!

4 Replies 44,278 Views

Well it's less about the supply chain and more about giving the bot it's resources back. Assuming it actually wants to take them.

13 Replies 140,965 Views

[video]https://youtu.be/3mi_I4PD7TI[/video] So about 1 hour 4 minutes in the red AI gets it's ass handed to it by the substrate juggernaught in an attack that lasts until 1 hour 14 minutes. After that the red AI never rebuilds or seems to do anything at all. It ends up being finally murdered at 1 hour 46 minutes and it just really feels like at some point it hit a wall and didn't want to respond.

13 Replies 140,965 Views

Heh, I find that the AI sometimes won't even replace lost engineers! Let alone units.

13 Replies 140,965 Views

I have a Youtube Video coming out soon where my AI ally does this, so hopefully I can show what I am seeing. I also recall seeing stuff where AI's occasionally get stuck or something and really slow down their attacks and unit production. Often only sending out an air attack ever few finites and just sitting on their hands. It's great as a comp stomper as it gives me breathing room, but it's still weirdly passive of the AI. I'll tell you what however, we need the abili

13 Replies 140,965 Views

I have experienced something a little strange in the past couple game versions where, sometimes, the AI simply gives up and stops playing the game. It won't build additional units, It stops building new structures and engineers, and, it won't command it's existing military forces any more. Has anybody else experienced this behaviour? Also the AI has a wired tendency in keeping a few... platoons? of troops at it's nexus. It it doing to to defend from possible snipe atte

13 Replies 140,965 Views

[quote who="GeneralsGentlemen" reply="15" id="3687523"] Quoting igncom1, reply 14 To be fair, the PHC are kinda set up to be late game steamrollers with their refineries and the like. Substrate have Harvesters and Overcharge which stack extremely well together. I fail to see how Refinerines ar

23 Replies 224,234 Views

To be fair, the PHC are kinda set up to be late game steamrollers with their refineries and the like.

23 Replies 224,234 Views