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  #11  
Old February 5th, 2002, 11:47 PM
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Default Re: Stronger Planets mod idea

Hmm, you might be able to mod tiny drones that would be like that, Baron...

BTW, SE3 seekers had limited range, too, unless you modded them.

The bullfighter tactic can be countered by putting something besides "strongest" as the first targetting priority.

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  #12  
Old February 5th, 2002, 11:49 PM
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Default Re: Stronger Planets mod idea

Baron,

Your point is valid, although it's hard to pull this off in strategic combat because your ships suffer from the same ai decision making that the enemies do, so it kind of balances out. However in tactical combat agains the AI, it is VERY easy to take advantage of.

Your idea of "CSM drones" is moddable. You could create a cheap set of drone components and only give them combat movement I think. This could also have the effect of running out of missles in the middle of combat which appeals to my sense of realism, which I try hard to suppress.

The only problem doing that though is that in strategic combat if all the drones launch and are not recovered after combat you could easily draw out the defenses with a single ship before the fleet moves in.

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  #13  
Old February 5th, 2002, 11:50 PM
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Default Re: Stronger Planets mod idea

quote:
Originally posted by tkobo:
I must say I like and agree with almost all said in this post.

Q,i believe i like your solution the best.
Would it be possible to get a copy and instructions on how to add it to my game ?



If you give me your e-mail adress I can send you the modified files. There are 4 files needed: the CompEnhancement, Settings, Components and the PlanetSize. However the component file has much more modifcations than just the special shields for the weapon platforms, so you may prefer just to copy the special shields in the standard file rather than to use my entire component modification.
I plan to post the entire modification with more racial traits, components, facilities and modified AI's when I adapted and tested it for the SE IV gold in the Mod section. But I am afraid that this may take quite a long time to be ready.
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  #14  
Old February 6th, 2002, 12:23 AM

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Default Re: Stronger Planets mod idea

I have just put together a set of planet-based missiles to beef up the wep platforms based on much of the feedback from the group. Thanks to SkiGrinder, Q, geoschmo and PVK for your inputs.

To use these, you need to change the current component file's capital missile vehicle type as follows. (Remember to do it for all 6 tech levels!):

Change "Ship\Base\Sat\WepPlat" to "Ship\Base\Sat"

This will prevent the AI from putting in low-end missiles in his wep platforms.

Next, add in the following beefed up wep platform based missiles to the file:

Name := Heavy Capital Ship Missile I
Description := Planet-Launched Super-Heavy missile with nuclear warhead mounted in armored Silos.
Pic Num := 67
Tonnage Space Taken := 10
Tonnage Structure := 500
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := WeapPlatform
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 10
Weapon Seeker Dmg Res := 90

Name := Heavy Capital Ship Missile II
Description := Planet-Launched Super-Heavy missile with nuclear warhead mounted in armored Silos.
Pic Num := 67
Tonnage Space Taken := 10
Tonnage Structure := 500
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := WeapPlatform
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 11
Weapon Seeker Dmg Res := 105

Name := Heavy Capital Ship Missile III
Description := Planet-Launched Super-Heavy missile with nuclear warhead mounted in armored Silos.
Pic Num := 67
Tonnage Space Taken := 10
Tonnage Structure := 500
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := WeapPlatform
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 200 200 200 200 200 200 200 200 200 200 200 200 200 200 200 200 200 200 200 200
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 12
Weapon Seeker Dmg Res := 120

Name := Heavy Capital Ship Missile IV
Description := Planet-Launched Super-Heavy missile with nuclear warhead mounted in armored Silos.
Pic Num := 67
Tonnage Space Taken := 10
Tonnage Structure := 500
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := WeapPlatform
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300 300
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 13
Weapon Seeker Dmg Res := 140

Name := Heavy Capital Ship Missile V
Description := Planet-Launched Super-Heavy missile with nuclear warhead mounted in armored Silos.
Pic Num := 67
Tonnage Space Taken := 10
Tonnage Structure := 500
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := WeapPlatform
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 14
Weapon Seeker Dmg Res := 200

[ 05 February 2002: Message edited by: Emperor's Child ]

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  #15  
Old February 6th, 2002, 04:36 AM
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Default Re: Stronger Planets mod idea

quote:
Weapon Seeker Speed := 10
Oh my! That's fast!

I wouldn't want to be leading the assault on that planet.

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  #16  
Old February 6th, 2002, 09:13 AM
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Default Re: Stronger Planets mod idea

Dont forget shields for your planets.
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  #17  
Old February 6th, 2002, 03:18 PM

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Default Re: Stronger Planets mod idea

In the PBEM games I played we added the Planetary Weapon Mounts. 200k 400k 600k 1000k

And added 1000kt Weapons platforms.
Oh yea we also increased the planetary cargo facilities by 50% and added 3 more levels of them I.E. a small planet with 6 cargo's on it will hold >24 million space.

So planets are very hard to kill!!
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  #18  
Old February 6th, 2002, 04:30 PM

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Default Re: Stronger Planets mod idea

quote:

Weapon Seeker Speed := 10

Oh my! That's fast!



Reasoning is that planet-based weapons are not limited as much on wieght and mass as ship-based missiles, so they can just add lots of extra mass to achieve high speed.

Haven't playtested this yet, may be too unbalancing at those speeds.
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  #19  
Old February 7th, 2002, 12:35 AM

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Default Re: Stronger Planets mod idea

I'm currently in a game where the Kithra Consortium (me, having made a neutral into a player because I like the race pic and the description) is warring the Colonials among others.

This race, though not overly impressing me, is EXTREMELY defensive. I was constantly attacking them and I did my best to get a technical weapon superiority, and continually destroyed their ships with mine at high losses. Their homeworld was constantly churning out new ships, and had a construction space base.

Then I came around to start taking over planets, and their homeworld was undefended basically, not even weapon platforms, and 12 sattellites. They were toast. Refusing surrender however, I went to take their second best planet..which was surrounded by 71 sattelites and had 10 weaponplatforms (I modded WPFs to get 4 extra range and a bit better accuracy I think). 10 destroyers lost to level 1 and 2 missiles, PDCs and level 3 Uranium cannons, while I had level 5 PDCs, level 5 APBs and armor lvl 2.

Anyway, lesson here: AIs CAN defend themselves if they're designed to, seeing I have no hope of taking that planet for now. It may hinder themselves a bit though, but I play even more defensively anyway (trying to build defenses to withhold 7 ships at least on every planet).
However the AI has to be altered smartly to avoid undefended homeworlds etc.
Just make sure every planet has troops and WPFs and sats in production once in a while.

[ 06 February 2002: Message edited by: Egregius ]

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