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  #251  
Old February 1st, 2004, 05:54 AM
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Default Re: Devnull Mod Gold: updates and discussion

what are the chances to have the AI's build and use battlestations, fortresses on wormholes??? or is this something that is coded into SEIV? would be nice to have ai use this, makes it a leettle bit tougher on a human just barreling thru only his mines and a few sats If it can be done, please let it be more then just 1 or 2, at least important systems. Glad your updating Cuppa AI, it was very weak.... Oh and don't forget to let them build at least some monitors and supermonitors

Good mod, keep up the good work

just some ideas Mac

[ February 01, 2004, 03:55: Message edited by: mac5732 ]
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  #252  
Old February 1st, 2004, 03:24 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by mac5732:
what are the chances to have the AI's build and use battlestations, fortresses on wormholes?...
effectively none, sorry. I'd like to see this, too. At least for some AI. But even if it did work (and it might by very slim chance, using space yard ships), it would be very erratic and only 1 or 2 bases here and there. Unfortunately the AI is very poor strategically. It cannot identify key systems and/or choke points.

[ February 01, 2004, 13:33: Message edited by: Rollo ]
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  #253  
Old February 3rd, 2004, 03:12 AM
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Default Re: Devnull Mod Gold: updates and discussion

just to keep those who are interested up to date:

* updated standard formations form the stock game
* added more positions to the custom formations (Hard Flanks, Dark Wing, Cube, etc)
* changed values for Massive Planetary Shield Generator (ruins tech)
* reduced cost for Emotionless trait
* reduced cost for Advanced Power Conservation trait
* reduced cost for Mechanoids trait
* added new ruins tech (ancient atmospheric processors)
* added new ruins tech (gravity field inducers)
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  #254  
Old February 3rd, 2004, 04:03 AM
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Default Re: Devnull Mod Gold: updates and discussion

The GHB got all that, and it's only 10K? And what's wrong with "Space Yard - Ship"? It's a spaceyard you mount on a ship... having it alphabetically close to Space Yard - Base makes it easier to compare the two in the F1 components list...

Speaking of the monster pictures, though, I think the monster battlecruiser pics are really fleets...
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  #255  
Old February 3rd, 2004, 04:33 AM
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Default Re: Devnull Mod Gold: updates and discussion

The GHB is a nearly completely useless weapon in stock SE4. It is expensive to research, the prereqs are expensive, and it does much poorer damage than everything else, especially beyond range 1. It needs a big boost!
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  #256  
Old February 3rd, 2004, 06:51 AM
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Default Re: Devnull Mod Gold: updates and discussion

How about looking at how the computer adjusts to the formations? Currently it does tend to jumble up the ships (in tactical combat) only part of the fleet will be in the formation/s and the rest bunch up in the back. tks

just some ideas mac
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  #257  
Old February 3rd, 2004, 06:58 AM
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Default Re: Devnull Mod Gold: updates and discussion

That is completley a function of the number of slots in the formation used, not much you can do but increase the slots. But you can not have more than 101 slots, so larger fleets have some jumbling. And I think Rollo already mentioned that he added more slots to some formations.
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  #258  
Old February 3rd, 2004, 11:21 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Ed Kolis:
The GHB got all that, and it's only 10K? And what's wrong with "Space Yard - Ship"? It's a spaceyard you mount on a ship... having it alphabetically close to Space Yard - Base makes it easier to compare the two in the F1 components list...

Speaking of the monster pictures, though, I think the monster battlecruiser pics are really fleets...
yeah, the GHB needed a boost. It does cost more now, afterall.
There have been many confusion about the two SY types. The name change will make it easier to tell them apart.
The BC picture is the fleet picture on purpose. It only shows during race setup (BC being the preview for the shipset), since there are no monsters that use the BC portrait.
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  #259  
Old February 3rd, 2004, 11:24 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by mac5732:
How about looking at how the computer adjusts to the formations? Currently it does tend to jumble up the ships (in tactical combat) only part of the fleet will be in the formation/s and the rest bunch up in the back. tks

just some ideas mac
yes, I updated all the formations. In fact I did add some more slots today and altered some of the default formations.
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  #260  
Old February 4th, 2004, 01:24 AM
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Default Re: Devnull Mod Gold: updates and discussion

Hey Rollo, I was going to write you an email with some thoughts on space monsters, but I think posting here will be better - more people to discuss things with.

I would like to see some more challenging space monsters. You did a really good job on them, and they are pretty tough as it is, but they could be harder. Maybe create a second monster race with the improvements, and leave the current one as-is. that way, people can choose which to play with.

Here is what I am thinking:

1 - Move the sector cloak ability to the monster facilities. I am pretty sure that it will work on them (tested it a few Versions back) and this will make sure that all monster planets have the cloak, even without bases. this is important if you are going to:

2 - allow the monsters to colonize. not to hard, just give them a generic colony component that can hit any colony type. give the colony component cloaking ability (regular cloak, no supply use, not sector cloak.) so that the colony ship cant be shot down or captured. I think the AI can handle cloaks on colony ships, and will uncloak before attempting to colonize. if not, give it a high enough sector cloak to avoid being seen, but a high enough sensor to see through its cloak and colonize target planets. (i ran into trouble trying to colonize with a sector cloak, because i could not see the planet i was trying to colonize).

3 - put spaceyards on those space stations! increase the monster production capacity!

a long time ago there was a discusion about this next idea. I dont remember who first came up with it, but its still a darn good idea:

4 - stick planetary and system shield abilities on the monster facilities. this makes them indestructable. now create a sensor component that can see through monster cloaks, and put it on a ship design that is possible (but difficult) to capture. you can either make the player used the captured ship as a sensor, or allow them to analyze it for the technology.

you can capture, analyze, and use racial technologies if it is setup right. if a component requires technology A, and technology A requires technology B, where tech B is racial and tech A is not, then anyone can analyze the component - if i remember correctly.
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