Sea Battle: Here Comes the Science Bit

This is an pretty old post from my blog, which has been preserved in case its content is of any interest. You might want to go back to the homepage to see some more recent stuff.

Another day down, and somehow Sea Battle is remarkably close to the finish line. (No idea what I’m talking about? See previous blog entries 1, 2 & 3.)

First things first, my failings: CPU use and mouse sensitivity are still not fixed. I’m now having to re-render more of the window on each refresh than before, so if anything they might be slightly worse.

On the Facebook thread, Scott and Mark mentioned an AI issue in that a suitably scary player ship, when parked close to but slightly off to one side of the enemy base, will be ignored by enemy ships in favour of attacking the player base instead – even when they have no hope of destroying the player’s base before their own is destroyed. As far as I know that issue is still there, though improved enemy research and build AI should mean the enemy is pumping out ships just as scary as yours.

On to the new features:

And bug fixes / tweaks:

Still to come:

If you’d like a good strategy for beating the game at this point, I recommend you begin by keeping your build queue about 3-4 ships full, building the best thing you can at any point. Research-wise, rush down the weapons tree as far as Harpoon missiles, throwing in a couple of hulls and radars. Avoid engines for now. As soon as you have Frigates with Harpoons and Radar Mk 4, keep building them until you’ve fended off all the enemies near your base and you have a fleet of 15-20 of them, then move them all right up to the enemy base. With that fleet you should be able to destroy the base before the ships they build wear yours down too much.

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