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May 11th, 2001, 07:13 PM
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Captain
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Re: Need help against Rage Collective !!!
quote: Originally posted by Atraikius:
Do I have the wrong Version of them? (they should be the Version from the Last TDM-modpack)
I'm currently on turn 63, and the Rage are in 14th place. This isn't a unique event either, they have consistantly been between 7th to 14th place over the Last 6-7 games I've started (only make it to turn 100 before I start a new one most of the time).
I use 100 system setting, with large midlife and 2000 point setting, otherwise all the setup options are the default ones. I set the computer players to hard, with a low bonus. Manually selecting the following races empires (all 2K); Rage, Pyrochette, Colonials, Piudon (?), Sergetti, Klingons, Romulans, Xi'Chung (?), Narn, Earth Alliance, Norak, Darlocks, and a couple I'm working on, then select many computer players, with no nuetrals.
Up until shortly after the Last TDM Modpack they consistantly did very well, so I was wondering if I may have got something messed up in thier AI files. Any sugestions on what I can check to make sure I'm using the right ones?
The only way I can think of is to check the Version number in the readme file. It should say 2.0. They have been fluctuating between 2 and 3 in the 16 player game I'm doing now, so they still seem to be pretty strong. I have noticed that if they start out near a black hole with damaging warp points they have problems because they build their characteristic large fleets and run them back and forth through the damaging warp points until they aren't large fleets anymore.
The other thing is that the other mod-pack AI's are also very strong, so where the races stack up is very dependent on how many good planets are nearby. The effect you are seeing with their rank in the new modpack may well be the result of improvements in the other AI's.
[This message has been edited by Alpha Kodiak (edited 11 May 2001).]
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May 11th, 2001, 07:24 PM
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Sergeant
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Re: Need help against Rage Collective !!!
Oh, and one other thing:
I was seriously impressed/terrified when I first ambushed a Rage convoy of transports with a light guard (one or two dreadnoughts). They ALL turned and attempted to attack/ram me...my ships were mauled because I had to keep the colony ships from getting too close while evading fire from the escorts. I'd never seen that tactic before...NICE work.
zen
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May 12th, 2001, 03:05 AM
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Major General
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Re: Need help against Rage Collective !!!
sheesh, tell me about the Rage. I tried wiping out one of their colony ships. I did but the horror...that frigate is still limping home!
Nice job!
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May 12th, 2001, 06:31 AM
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Captain
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Re: Need help against Rage Collective !!!
Cool, that must have been a fix in 1.35! I have had the ram tactic built into the Rage colonizers since the beginning, but I never saw it work when I was testing it in previous Versions.
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My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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May 12th, 2001, 09:50 PM
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Corporal
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Join Date: Apr 2001
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Re: Need help against Rage Collective !!!
Ohwell, today i wanted to play against the Rage and it began giving me errors.
Looked on the Version number, and it is...lol, its 1.1!! yes, laugh everyone, i myself do. Where can i find the 2.0 (or whats the latest one?) Version??
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Emperor Klis't of the Taera Republic.
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May 12th, 2001, 10:56 PM
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Corporal
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Re: Need help against Rage Collective !!!
My only fear is that every AI race modder is now going to start putting those ram tactics into every race. I like the distinctiveness of the Rage, it makes perfect sense for a Berserker-type AI species to throw every Last scrap of themselves at their foe with no regard for their own survival as long as it means being able to kill.
Speaking of AIs with distinctive personalities, I've been thinking of taking a shot at writing one myself that is a race of peaceful researchers whose preferred treaty with powerful allies is "protectorate." I can imagine people racing to encounter and get friendly with such a species. But considering how none of the other AIs ever seems to ask for protectorate or subjugation treaties, does anyone know if it's actually possible? Or is there a flaw in the AI hardwiring that prevents it?
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May 13th, 2001, 06:17 AM
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Captain
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Re: Need help against Rage Collective !!!
quote: Originally posted by TaeraRepublic:
Ohwell, today i wanted to play against the Rage and it began giving me errors.
Looked on the Version number, and it is...lol, its 1.1!! yes, laugh everyone, i myself do. Where can i find the 2.0 (or whats the latest one?) Version??
I just posted the Rage 2.0 in the mod forum. I had been relying on the TDM modpack for distribution, but if you don't use the TDM modpack, now you can download the Rage seperately.
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My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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May 13th, 2001, 09:25 PM
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Corporal
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Re: Need help against Rage Collective !!!
Peaceful researchers you say?
Guess my Taerans are...
Im trying to make (slowly working on the scripts, not in the mood all the Last time) a quiet race, which will though burst in warships if angered.
Will never put RAM tactic on my civil ships, does not fit the IC of my empire
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Emperor Klis't of the Taera Republic.
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May 13th, 2001, 11:41 PM
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Sergeant
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Re: Need help against Rage Collective !!!
For the first time ever I have had to research stellar manip and cut myself off from most of the galaxy. The Rage and the TDM Piundon are making a shambles of my empire's northern borders. I know the AI doesn't deal well with that so I cut it down to just one warp point entering the northern border instead of severing all contact. At least this way I can concentrate my defenses on one choke point.
Alpha Kodia:
The tatic of putting mine sweepers on the larger ships seems to be working pretty well for the Rage. Even when they don't make it through they can decimate a minefield that would stop most other races dead in their tracks. They lose their early waves, but they usally make it through if they follow up with more ships. Although part of this may be due to the face that I've let the two highest PD weapons have a limited mine sweep capability.
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