View Single Post
  #164  
Old October 24th, 2006, 11:19 PM
Tim_Ward's Avatar

Tim_Ward Tim_Ward is offline
Corporal
 
Join Date: Feb 2005
Posts: 152
Thanks: 0
Thanked 0 Times in 0 Posts
Tim_Ward is on a distinguished road
Default Re: Balance Mod Available for SE:V

Okay, some notes/suggestions.

1) This is a great improvement. Again.

2) The Space Foreigner's setup files may some changing/optimising, or whichever one is the one where they decide what their heavy/primary weapons etc are for designs. A lot of them aren't building designs with anything other than DU cannons lvl 1 and armour lvl 1. Have you got the AIs researching more exotic weapons, but left some of them with the primary weapon as the DU cannons?

Or have I missed something?

3) Was it your intention to make level one destroyers actually less effective than level 3 frigates? With the increased space needed for another life support and crew quaters, and two extra engines (60kt) you actually have 10kt less effective space on a 350kt destroyer than you do on a 300kt frigate. If so, fair enough - but it might be an idea that the AI research to level 2 medium hulls at whatever age you've got the AIs currently researching the level 1 medium hull in.

4) Your changes to diplomacy work well. However, I'd be cool if they were a little more aggressive in declaring war.

5) AI should research sensors earlier. Level 1 combat sensors just don't cut it.

6) The AI builds ships with point defence on them, and even dedicated point defence ships. Which is cool. But, at least in the early game, unless they come across a human player that uses cap ship missles, the point defence cannons are wasted. How about the AI also uses a missle boat design, that lurks at the back hurling missiles while the attack ships get stuck in?
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
Reply With Quote