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Captain Kwok said:
1. There's no limit I know of.
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So... since mine hulls declare a 50% maintenance reduction, but it actually does not work... would you mind passing that bug along to MM?
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2. There's actually a 100 per sector limit (although it's not enforced for the AI, and maybe not humans). With the limit, the larger mines deliver more oomph.
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OK, that makes sense. But of course, it is an entirely artificial and unrealistic limitation. Personally, I use medium mines to conserve processing power, but against a human opponent, I wouldn't.
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3. They are probably older mines. There's not really anything in place to tell the AI to scrap old mines, unlike the other unit types.
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Hmmm... let me rephrase that. All AIs were still ACTIVELY LAYING Small Mine 1 - class mines at turn 200. So I strongly suspect they were still building them. Personally... I never use Small Mine 1 technology, period, since they can become somewhat irrelevant so easily, and the next level is so cheap and so much more resistant to basic sensor tech advance.
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5. It's actually set to a 1-in-15 chance to make changes to a treaty.
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I hate to ask for individual attention, but would you please be so kind as to either tell me or point me to a link where I can learn where this number is located?
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Q said:
Regarding mines and sats: The AI launches them around colonies which is good. However there seems to be no distinction between colonies in front systems and colonies that are far away from any enemies and therefore sats and mines are not useful in these places.
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I have to differ. I launch defensive mines and satellites in ALL systems. The computer should, too - not just because it is easier to code, but because of timing... for example, a fleet with 15 movement can easily attack a major planet from two systems away, with only 1 or two turns warning. Leaving that planet undefended would be criminal negligence. Furthermore, stealth is always a possibility... and if only the borders are defended, it allows the destruction of every interior system, uncontested. Not to mention warp-point openers. A strong border defense strategy are useful ONLY for warp points, not planets, and mainly before warp point openers appear. Generally, I promote a strategy of planetary static defense proportional to planet value, regardless of location... and if the computer does not follow such a strategy, I will exploit its folly.