.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1241  
Old November 4th, 2007, 11:27 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Mines, Treaties, and Cluster Bombs

Not sure how you got Attack Drones to add tachyon sensors... I tried all 3 drone sizes and didn't see tachyon sensors added...

The double basic sensor was because I forgot to tell you about another line to change, but since then I deleted it, because it wasn't needed.

The attached file should work ok.
Attached Files
File Type: txt 561663-Script_AI_DesignCreation.txt (116.0 KB, 194 views)
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1242  
Old November 4th, 2007, 01:44 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: Mines, Treaties, and Cluster Bombs

Nitpick: AIs seem to use rather a lot of support and resupply ships now, larger fleets have as many freighters as combat ships.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
Reply With Quote
  #1243  
Old November 4th, 2007, 01:54 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Mines, Treaties, and Cluster Bombs

Thank you again Kwok: now the recon sats are o.k.

One suggestion: you use stealth and scattering armor but not emissive armor in your designs. I defined another "emissive armor" variable and included this in the AI design file. As far as I see now, I can make AI designs use all 4 (non racial) armor types together.
Reply With Quote
  #1244  
Old November 4th, 2007, 05:14 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod

I typically use 3 of the 4 normal armor types. The actual choices vary by empire. It was mostly a hedge for smaller ships at the time.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1245  
Old November 7th, 2007, 01:48 PM

Foreman Foreman is offline
Private
 
Join Date: Oct 2002
Posts: 24
Thanks: 0
Thanked 0 Times in 0 Posts
Foreman is on a distinguished road
Default Re: Balance Mod

BM version 1.11 log:
10. Changed - Removed fighters and troops from target types for Small Rocket Pods and Small Anti-Matter Torpedoes

In my game I launch an troop invasion on Cue Cuppa's planet. He send tons of troops with small-APB which cannot target troops now. That would be strange but anyway I got that planet
Reply With Quote
  #1246  
Old November 7th, 2007, 03:20 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod

Yeah, that was a mistake. It should have been Small Anti-Matter Torpedoes (which is still targeting troops and fighters) and not Small Anti-Proton Beam. Last time I do a search with a partial string.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1247  
Old November 7th, 2007, 10:12 PM

MasterChiToes MasterChiToes is offline
Corporal
 
Join Date: Sep 2006
Posts: 164
Thanks: 0
Thanked 0 Times in 0 Posts
MasterChiToes is on a distinguished road
Default Re: Balance Mod

Are there supposed to be six levels of warp point creator?
Reply With Quote
  #1248  
Old November 7th, 2007, 11:29 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod

Yes. They increase in the maximum distance you can make a warp point to.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1249  
Old November 12th, 2007, 09:05 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Balance Mod

I've recently started a new BM 1.11 game and noticed that the descriptions of seeker attributes do not match their actual attribute very well. The Seeking Parasite, Power Lamprey, and Crystalline Torpedo are described as moving at 40 km/s but actually move at 50 km/s for example. (And, btw, shouldn't a 'torpedo' be much faster than a 'missile' type seeker?) The damage resistance formula for the CSM is different between the description and the actual attribute, as well. Apparently this will only result in a slight (and not increasing) error in this case. Maybe you should check all the various description formulas and make sure they are in synch.
Reply With Quote
  #1250  
Old November 12th, 2007, 09:46 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod

I thought I updated the descriptions when I boosted the missile speeds a few versions ago. Oh well.

Torpedoes are generally faster than missiles, with the exception of the Crystalline Torpedo.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:18 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.