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Re: AI Campaign => For a Challenging AI opponent
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However, the Proportion (basic) Armor; DOES have Armor Abilitiy or have Emissive Ability. AS such, may not be as Fyron defined or Players suggested. = = = = = = = Reference Proportions V2.5.3.1 Name := Armored Structure I Description := Standard metallic armor used to protect a ship from physical damage. Number of Abilities := 2 Ability 1 Type := Planet - Shield Generation Ability 1 Descr := Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 ility 2 Type := Emissive Armor Ability 2 Descr := Deflects 1 damage per hit. Ability 2 Val 1 := 1 Ability 2 Val 2 := 0 Weapon Type := None Name := Ablative Armor I Description := A thick covering of energy absorbant material designed to be completely destroyed before allowing attacks to penetrate. Number of Abilities := 1 lity 1 Type := Armor Ability 1 Descr := Is damaged before any other components on a ship. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := None [ January 30, 2004, 21:43: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
=BUMP=
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-Perhaps ONE (1) Armor Plate for Ships and Two(2) Armor Plates for Bases? -Do players think that the Increased Armor yield that a Base’s or Large Displacement Ship, satisfies; is enough as not to warrant an additional Armor Plate? -Ablative Armor limitied to (1) However no space is used from within the ship http://forum.shrapnelgames.com/images/icons/icon12.gif -How many ("Leaky" as defined by Fyron) AIC Structured Armor or should we have limits on this item? -How about Limits that would allow a more generous share in OA versus other types that may restore what Oleg and QB have suggested was lost with the v184 se4 update? [ January 30, 2004, 21:45: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
well, then structural armor is a leaky armor http://forum.shrapnelgames.com/images/icons/icon7.gif
Emissive armor ability does not make it true armor and very lower values dont make much difference anyway. I really don't think armor nee any changes. Well, may be add more few more levels for more fun and remove emissive armor ability from units' armor - it does not do anything. |
Re: AI Campaign => For a Challenging AI opponent
I still don't get the point about limiting armor at all (I would remove the limits from my data files anyway). I mean, if the idea has been to weaken temporal/chrystalline ships because of their armor skipping weapons plus an unlimited armor defense, then I don't get why you want to limit the leaky armor now. Armor skipping weapons behave like normal weapons to leaky armor, because it has no armor ability and is handled like every other structure (like the internal structure in MOO2). So leaky armor is one of the best defenses against armor piercing weapons, if it is limited this would strengthen temporal/chrystalline too much. I do understand (but still I don't like) a limit to chrystalline armor and organic armor (if anyone uses two racial traits like an organic/temporal combo or somesuch), but a limit to the structural (non-armor ability) http://forum.shrapnelgames.com/image...s/confused.gif
[ January 30, 2004, 23:09: Message edited by: PsychoTechFreak ] |
Re: AI Campaign => For a Challenging AI opponent
I don't like the limit too, but for different reason - limit is set regardless of ship size. That means the dreadnaught is no stronger than a light cruiser. Completely idiotic, IMHO.
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Re: AI Campaign => For a Challenging AI opponent
Agreed Oleg, and some may say that exterior HULL Armor requiring such a great portion of interior space may seem odd as well.
In regards to the Plate Armors; it is and always will be scaled to the ships displacement. An AIC Dreadnoughts Armor Plate, is and always will be considerably stronger then a Battleship and more to that of a Cruiser, etc. The only test changes to AIC Hull Plating; will be for it to require much less interior Ships/Base Space occupied by its Armor http://forum.shrapnelgames.com/images/icons/icon12.gif With this change, many more interior Ship/Base options will be now to our avail with the freed interior Space this change will yeild http://forum.shrapnelgames.com/images/icons/icon7.gif As for Structural Armor (as per Fyron definition of "SJ Leaky Armor") Many Players and I believe is more of a true interior structural support then the AIC Structure Armor used today and when revised; this Armor will not have or need for any load limits http://forum.shrapnelgames.com/images/icons/icon12.gif Organic and Crystalline Armors. Agreed, it will take many more Emails and Posts to convince us of the desire for load Limits. Ablative Armor (externals absorbent material) may be a limited to one, this will not occupy any interior Ship/Base Space. Advanced Composite armor has not been determined at this time for all its Abilities, Values or Limit. However, (after a sufficient Tech investment) its intent will be towards the mid to late game and to offset other Racial Armors for the non-Racial Players. As it is now, a new/revised AIC Armor Inventory is a theory that will be tested. - - - - I will send you guys the Beta after it is all put together. Along with the changes discussed and others not yet fully discussed. Plus an AI that will be turned up a few more notches in the Total Mid and Late game: Ship, CV, Unit, BaseShip, Intel and Research Productions. [ February 01, 2004, 16:00: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Hi all,
I have just started using the AIC 4.11 and I like what I see. However, I am having a problem with starliners. When I am in the design interface, it tells me the design will have 2 or 3 movement. Once I build a strliner in game, they all have movement of zero. If I select the a starliner, none of the movement icons become available. Could some one share a basic design with me so I can figure out what I am doing wrong? I have tried straight engines and also the gravitic drives. For instance: Large Starliner: basic bridge basic life support X 3 basic crew quarters Population life support Module Gravitic drive MK II X 1 Efficeint Quantum Engine III X 1 Projected movement = 2 In game movement = 0 Also, I've noticed that some of the Versions of some components jump around and/or the text doesn't match the Icon. Lastly, What, exactly, does the Debarkation Depot do? |
Re: AI Campaign => For a Challenging AI opponent
Interesting. I thoght such design will give you same result in game and design window. http://forum.shrapnelgames.com/image...s/confused.gif
Add one more "normal" engine, so standard movememnt will be at least 1. Gravitic drive gives you "bonus" movement and apparently it works only if your ship has normal movement >0. BTw, AIC is not suited well for all-tech start, it was designed for low-tech start. |
Re: AI Campaign => For a Challenging AI opponent
Agreed, the use of (9) thru (15) “standard movement” was taken for granted and does not fully explain that this may be diminished by a ships hull configuration and or displacement.
Excellent point Claymore. We will look into rewording the Engines and with emphasis on Hull types to help refine this. http://forum.shrapnelgames.com/images/icons/icon12.gif - - - Some Players enjoy starting the AIC game at a Medium Tech start, and some have played High Tech Starts about as much as they would in se4... However, as Oleg pointed out; AIC is initially being designed for emphasis with the default Tech Starts. - - - If Players find more items in need of a better explanation or to be repositioned please post or Email. Actually, if you have a phrase that may enhance any descriptions please Post or Email http://forum.shrapnelgames.com/images/icons/icon6.gif = = = = Without getting into the specifics of the non-se4 type population MASS of 1000=scaled, and the Positives or Negatives that it may entail with its global modifying data. To move a 1000 MASS of population is represented by a Starliner and/or a high level cargo storage Transport hull from one planet to the next . This is seen as Very Tactical for some Players or just mundane to others. The Debarkation depot (OS*) player option will allow (auto monthly Starliner pop Deleivery, if you will) and is intended to allow Colonized Planets to gain in Population on a per month basis without the need of Starliners for those who find Starliners mundane http://forum.shrapnelgames.com/images/icons/icon7.gif - - - Starliner Population Transports do not require extra se4 Life Support modules. The (SL Pop Life support module) will be more then sufficient not only for the population carried but for that ships crew as well http://forum.shrapnelgames.com/images/icons/icon12.gif [ February 04, 2004, 14:33: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Thanks for the feedback.
I will try a new design. I would say that I would never have figured out that the starliner pop module makes the basic life support unnecessary. I would also suggest that there needs to be some clarification on the points raised in the readme about how the pop module and the crew quarters can be used to move cargo. What is the capacity, etc. |
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