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-   -   Carrier Battles Mod (http://forum.shrapnelgames.com/showthread.php?t=22453)

ZeroAdunn June 16th, 2005 02:32 AM

Re: Carrier Battles Mod
 
Two things:

First: I thought I would bump this thread because I love this mod,

Second: Has anybody done any work on AI for this mod? I tried my hand at it and failed miserably.

Suicide Junkie June 17th, 2005 11:29 AM

Re: Carrier Battles Mod
 
ZA:
For AI modding you definitely need some help with mount selection.
I've got a plan to add tech areas that the AI can research so as to pick which mounts to use on its ships. You just need to let me know which mounts on which hull sizes you want, since there aren't enough mounts to do all the permutations.

Your AIs should probably also go missile-heavy just to keep things simpler.

Basically, talk to me while you're working on AIs, so I can bend the mod in places to make the AI fit in http://forum.shrapnelgames.com/images/smilies/happy.gif

ZeroAdunn June 18th, 2005 04:24 AM

Re: Carrier Battles Mod
 
It's not just mounts though, the AI's don't build carriers, and I couldn't get them to do it routinely.

Suicide Junkie July 5th, 2005 06:29 PM

Re: Carrier Battles Mod
 
New version available:
http://imagemodserver.mine.nu/other/...arrierBattles/

Carrier Battles v1.3
- Space Combat rounds reduced to 30. (Battles have been quicker than expected)
- Seeker defense modifier increased by 20 points
- Maximum planet value increased to 200%
- All ship maintenance abilities reworded to "X% per month" for easier understanding.
- Carrier maintenance reduced to 10% per month
- Larger base maintenance all reduced.
- Crew requirements for bases reduced.
- Torpedo damage decreased slightly
- Torpedo reload increased to 3 turns (with matching damage increase)
- Multipurpose missile tech increased to 10 levels.
- Capital Ship Missile hitpoints increased for better PD penetration.
- Random Plague level now depends on severity chosen in game setup. Catastrophic plagues can hit level 4.
- Berzerker combat bonus decreased. Small combat modifiers added to the other cultures for flavour.
- High tech shield costs and ability amounts tweaked.
- Bloodthirsty Happiness type tweaked for more difficulty; they now have a small penalty for seeing too many allied guard ships.
- Racial tech costs tweaked.
- A second speed trait added: Savant Navigators

Suicide Junkie July 7th, 2005 06:43 PM

Re: Carrier Battles Mod
 
I have created a "Carrier Battles Newbie Game" on PBW for those who are interested in trying out this mod.

Only first-timers will be allowed in, and you will have permissions to read the forums in all the existing CBmod games for tips.

I will also check the game forum regularily to answer any questions you may have.

Suicide Junkie July 8th, 2005 11:48 AM

Re: Carrier Battles Mod
 
I've finally realized how the Repair priorities work http://forum.shrapnelgames.com/images/smilies/laugh.gif

And, to celebrate, I've updated v1.3 with bonus default ship strategies, and a repair priorities system stupendously better than the last version.

Captain Kwok July 8th, 2005 12:09 PM

Re: Carrier Battles Mod
 
Perhaps you can enlighten us with your new insight on repair priorities?

Suicide Junkie July 8th, 2005 12:34 PM

Re: Carrier Battles Mod
 
Well, firstly, it is not intended to be a sorted priority list.

The stuff on the right gets repaired before the stuff on the left... other than that its in order of placement on the ship.

I got lazy in one of my games, leaving some of the categories unprioritized, and later realized a ship was getting fixed out of order.

douglas July 8th, 2005 12:54 PM

Re: Carrier Battles Mod
 
Are you sure about that? My tests from a while back were pretty conclusive that the order of ships that get repaired is by ship ID, which is coincidentally the same order ships are listed in the fleet transfer screen. I didn't specifically test it, but I seem to recall some instances from PBW games that indicate that the repair priorities list really is a sorted priority list and it is followed for the order of components repaired within a ship. I'd go ahead and test that now, but I don't have SEIV on my work computer.

Suicide Junkie July 8th, 2005 04:11 PM

Re: Carrier Battles Mod
 
That was my original assumption, but ships were always being repaired from first component to last component until I stopped adding all of the component types to the repair priority list.


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