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oh, guess i'll try that. i used almost all my research (except on upgrading the mainbase) on ship upgrades, because i felt like they were really weak, but i guess if i'm able to make a far-out military base that can hold out on its own, i'll have a safepoint to mount my attacks from, instead of having to hope my transport's able to get to my target.
regarding the difficulty, i'm just a masochist that likes the challenge lol. if i beat diff 9 on advanced mode, i'll probably be maining diff 10, even though it's said to be unfair.
Posting a current save would be useful for us to help understand areas for improvement.
Saves are stored in ...Steam\steamapps\common\AI War 2\PlayerData\Save
I'm not missing anything by not playing at those levels, incidentally. The AI is still just as interesting and challenging at the levels I do play at. That's the nice thing about this game.
If I were better at coming up with a super strong meta analysis and getting really expert at the game like people do with any RTS game, though, then there would be somewhere for me to go (diff 8 and 9 or even 10). Those difficulties are for that sort of player, which I don't enjoy the idea of being.
I'm here to test my wits and have an interesting time, not to try to become a professional at it. I think for people with a similar mindset, diff 7 or 8 is the highest you're likely to ever go unless you get a few hundred hours in the game, and you won't be missing anything in terms of coolness factor or having an interesting foe.
It's kind of the opposite problem: for those people who minmax the game to a really huge degree, how do you keep them engaged long-term? Once they figure out some minmax strategy, is the game just done for them? The higher difficulty levels, plus the general large ship variety, are meant to be the answer to that question: no, there's still more for them to enjoy.
I was tired of playing through strategy games where once I fully understood it and had developed a favorite strategy, the AI could no longer pose a challenge. So I'd just have to move to a new game now that I'd mastered this one. A core design ethos behind AI War ha always been that once you have mastered it, it should still be very interesting for as long as you want to keep playing it.
Anyhow, that's what the higher difficulties are about. Jumping to difficulty 9 is an exponential jump for a reason, and that's what it is.
I usually play with Diff 9 AIs... but often stack the game with alot of minor factions & other settings to make the galaxy a very chaotic place to live in for everyone. Then have fun by exploiting the ever changing puzzle lol
A couple of things I tend to do that make the game alot more forgiving that might help...
- If you didn't start with a Cloaked Transport, it is worth it to go into the fleet's detail & spend the 30 hacking points to make it a cloaked transport. Add about 3-4 levels to it with the use of Science directly... and it will have enough cloaking to generally allow you to deep strike targets regularly. Very good at dealing with all those annoying little problems even if its just flying next to the Orbital Mass Driver the AI has on the other side of the system & dumping your units right next to it. You can unload the transport, wait 6 sec, kill tower, reload transport & then retreat or move to next target.
- You don't need to "capture" Turret or Ship research stations to use them. You can if needed clear the system of everything except the AI command, then hack it to gain what you need (costs more hacking points if its hostile but is an option). Also if you happen to have Marauders as "Hostile to all" on the map, you could strip the system clean, jump out, and the marauders will usually blow up the command station... then you can clear the marauders & hack for normal price without the AIP loss as long as you don't build a station there.
- Avoid straight up fights in AI owned systems. If you start losing more than 30% of your fleet you run the risk of giving the AI free reinforcments from salvage. Often times this adds more force than you killed in the first place. Only way to stop is is to withdraw before the little popup shows up at the top of the screen, or kill all the guard posts in the system. If you can get out of the system hit/run style you can leave that system alove for about 15min oor so (hit a different target) and i think it forgets the salvage from the previous attack... I do know multiple small attacks (leave rebuilt & hit again immediatly) will stack.
- If your having trouble with the learning curve, Add Marauders, Scourge, or Dark Zeneth Svikari to the game and set their faction to "Allied with Player" and crank the slider for their power up a bit. In ally mode these are really good at filling your space with free defencive units to help givey ou breathing room to learn the game mechanics better.
if there's something obviously wrong and incompetent there let me know
it's great to see you interacting with the community! i'm somewhat familiar with you as I read some of the stuff you wrote about the AI in the game + watched the interview on Explorminate. i'm developing a 4x/strategy game myself and i'm trying to join entertainment and productivity by checking out competent devs in that genre. your design ideas are extremely unique and well-thought-out, unfortunately the game is very raw and counter-intuitive to the more casual players - only 2.9% of people even beat the default AI on any difficulty which is very disappointing. your game's already a commercial success, but imo it's very much a diamond in the rough - deserves a magnitude order of attention more than it got.
To Dev: Maybe add a stupidly silly achivement for "I launched the game & played 5min" just to give people an idea of what % of the "owners" are actually contributing to the achivement numbers :P
god, why is almost every upload website a virus these days. i went on discord and uploaded the save on new player advice.
yeah, the achievement stuff was an off-hand comment. imo the game still has way less sales than it deserves for the level of innovation and quality it provides.
I can see anonymized data of how many people play the game, and what the average play time and such is, and it's acceptable for the type of game it is. I would certainly love it if the numbers were higher, but there's overall a lot of competition for people's attention these days.