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  #11  
Old February 3rd, 2002, 04:27 PM
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Default Re: Weapon Targets

quote:
Did you test if this is working?
The phased shield ability is a component ability and as you know abilities of components and facilities frequently do not function if you assign it to the other group.
Pirates & Nomads has had this since forever.

I made the first levels of planetary shield tech give normal shields (20K/5K, 50K/20K) and the top end phased shields (75K/50K). Tech=>(ruins/normal)
At the very least, the AI should build one of the normal generators through its build orders, and then upgrade it to phased as soon as it finishes...
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  #12  
Old February 3rd, 2002, 10:18 PM
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Default Re: Weapon Targets

I'm a little confused here, with all the talk of planetary shielding.

If you don't wish ships/fighters/etc, to target planets, then simply modify the strategy that the ship (or ships) uses. In the strategies there is a "Do Not Fire On" option, and one of those listed is planets.

I use that frequently.
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  #13  
Old February 4th, 2002, 12:32 AM
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Default Re: Weapon Targets

quote:
If you don't wish ships/fighters/etc, to target planets, then simply modify the strategy that the ship (or ships) uses.
That's up to the player whether they want to shoot at planets.

Val wanted to make the weapon ineffective against planets. So you can't kill a planet with the weapon, even if you want to.

If the planet has huge phased shields, then you need to use a planetary weapon (with huge damage) to punch through, or null space.
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  #14  
Old February 4th, 2002, 08:40 PM

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Default Re: Weapon Targets

Thanks for all the input, looks like a toss up between using phased shielding or increasing the pop damage ratio.

I think I'm leaning more towards the later as it won't require the AI to do anything new
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  #15  
Old February 4th, 2002, 10:13 PM
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Default Re: Weapon Targets

You will probably want to add platform mounts for heavier armor, too.
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  #16  
Old February 4th, 2002, 10:24 PM

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Default Re: Weapon Targets

Ellaborate a little more, please
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