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June 11th, 2001, 04:57 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
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Unique ruins techs
Does anyone use the unique ruins techs?
I haven't found much use for them. I was thinking of changing them to something more useful but I don't know if the AI even uses the current ones. Does anyone know if the standard AI's use them?
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June 11th, 2001, 05:36 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
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Re: Unique ruins techs
I was planning on making some newer Versions of the massive planetary shield to increase their power as the player advanced in shield technology. Alas, when I checked the facility stats I noted that the entry for the shield generation was different and there wasn't an equivalent for phased shields... or are those shield points phased already?
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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...can you and your associates arrange that for me, Mr. Morden?
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June 11th, 2001, 05:37 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Unique ruins techs
The massive engine disruptors are pretty good, but you need a dedicated ship for them.
In my mod, I boosted the Planetary shields from 2000 to 20k, 50k and 75k (depending on tech level), so they are actually useful.
Hopefully, I will be able to mod planetary armor facilities, as well as phased planetary shield facilities.
Until then, planetary shields still work against AIs.
__________________
Things you want:
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June 11th, 2001, 05:39 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
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Re: Unique ruins techs
Have you ever seen the AI use them?
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June 11th, 2001, 05:43 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Link�ping, �sterg�tland, Sweden
Posts: 504
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Re: Unique ruins techs
I never use them. The weapons are just to big and expensive, especially for one shot wonders. And the planetary shield just doesn't give enough protection for the time and resources it takes to build it. Imo that time is better spent building weapon platforms. In the same you can build a planetary shield you can easily build enough weapon platforms with 8000+ shield strenght and weapons as well. Compare that to the planetary shields 2000 shield strenght. And if you have the tech you can make those platform shields phased. Which the planetary one is not. Guess what I'll build? If the planetary shield was cheaper, phased and stronger I'd probably build it.
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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June 11th, 2001, 05:48 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
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Re: Unique ruins techs
What do you think would be good unique techs that would benefit the AI and humans?
I had thought of a maintenance reduction facility/component, an extra movement generator, and special higher level ECM and combat sensors. I want something the AI will use without a lot of changes being made. Anyone have any other suggestions?
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