![]() |
Re: AI Campaign => For a Challenging AI opponent
Quote:
What's the reason for the unusual values (11,9, etc.)? I agree if you intend to restructure everything, this will be a big task. If you lower the structure kT it will be harder to hit, but if it gets a hit then the component will be more vulnerable plus the overall armor effect of the ship will be lowered. The intention of hardened life support is to increase protection of the ship, like a kind of armor component. I mean, the higher the structure tonnage the easier to hit (like armor)... Wait a minute, now I recall why I (probably instinctively) never used hardened LS so far: LS is an important component which needs to be protected by ARMOR, but it should not get the same ability to work like armor, because this would change it to an easy to hit component. This evaluation should be done with every other component, probably at the end we could come to the conclusion that hardened LS better should be removed, the structure tonnage of the important componants to be lowered if they are armor-like too high etc. |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Another observation: Race setup has repair ability of 80%, 2 orbital SYs over the homeplanet (planet yard with "can repair 1 component per turn", usually works with 80% also...). I upgraded both orbital SYs in the same turn, but they get no repairs in the following turns -> scrrrrraaaaappppp !</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">i agree with you about the length of time it takes for a colony to build anything, takes forever. once colony is created it takes 10 YEARS to build a spaceyard on the planet. i have noticed that the reason for this is the construction penalty the planet recieves for having such a small population. when you start off with 1 million people you only get 5% of your actual construction rate. even once you get to 100 million you still only get 40% and that takes several years of moving population back and forth. for these newly created colonies i have created mobile spacedocks (shipbased shipyard) and send them to the colony to build bases while my planet is building the shipyard (once i have researched the required techs which still takes several years itself). plus i have dedicated starliners going from my homeworld to each colony set to just move people to the colonies. edit: regarding the repair of bases. yeah it also takes forever to repair the upgraded facilities. at least it sounds like you did it over a planet so the planets yard will eventually repair the bases upgrades. i made the mistake up upgrading all my bases over a wormhole and my mobile space docks (MSD's) were all in the middle of constructing bases at other locations so i had to wait about 2 years to have one completed before i could send it to repair the bases upgrades. fortunately it was a wormhole well within my territory. [ April 11, 2003, 20:01: Message edited by: desdinova ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
What of below examples: Base se4; Robo – Miners at structure 100 Not to mention large non combatant SM Component structures 100-400 as well as the 2000 structure of Grav Plates and Cables, etc. What kind of affect do they have on combat. [ April 11, 2003, 19:57: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Originally posted by PsychoTechFreak:
Quote:
9kt refers to not hanging the Lvl 3 Life Support out to be shot at. I was throwing the option on the table for Level 3 LS to be a miniaturized Version at 5 kt tonnage and structure. ~ Quote:
Level 3 Life Support to be miniaturized to 5 kt both in tonnage and structure may be the way to replace and discontinue Hardened Life Support. What would you say? [ April 11, 2003, 20:19: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
starting to look at the files you sent me. one question about the spaceyards. for ships the size is 460kt but for bases it is only 400kt.
plus i noticed you reduced the structure on the base spaceyard and increased it on the ship spaceyard. this i take it is to help balance the size vs frequency of hits. as far as the mtc cost of spaceyard bases they are manageable so far. but i have only built 1 base and 1 ship so far. havent tried combat yet to see how the penalty is going to affect things though. not sure if the penalty to hit is really a good idea since bases would seem to be very stable platforms to fire from. plus with the penalty for starbases to be hit already due to their size the additional penalty may be overkill. but then again shipyards should be protected by other ships, fighters, bases, etc as they are a valuable resource so we'll see. edit: plus i see you use space station hulls where i use starbase hulls so that would also make a difference. so will have to try with a few of those as well. [ April 11, 2003, 20:26: Message edited by: desdinova ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
|
Re: AI Campaign => For a Challenging AI opponent
Originally posted by desdinova:
Quote:
Other wise I would of taken cargo abilities off the SYS component to prevent this, alltogeather. ~ Quote:
~ Quote:
Other wise one may put this on a Defense Base design; just for the Maintenance Modifier. However, I just thru those numbers on for the example I sent you, play testing will determine the best result. What would you say a good starting figure would be? ~ Quote:
We can go back to the faster build; SE IV default Repair Component or even add an additional individual one with no MTC to Complament the new Repair Station. It seems to play well, but lets see if it works for you, with some large base hull designs, notice you have a low level Repair Base Station just from Ship Construction 2 tech, now. [ April 12, 2003, 01:04: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
What do you think of Level 3 Life Support to be miniaturized to 5 kt both in tonnage and structure may be the way to replace and just discontinue Hardened Life Support. [ April 11, 2003, 21:19: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Quote:
Can you increase hull structure in case of HLS component is used, like channel more plain armor to hull in case of HLS? I guess this is not possible without implementing additional hulls... |
Re: AI Campaign => For a Challenging AI opponent
Quote:
[ April 11, 2003, 21:26: Message edited by: JLS ] |
All times are GMT -4. The time now is 07:59 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.