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Re: Retreating Task Forces?
Why are you using v1.25!!??
It's not likely your save games will survive the transition to v1.63, there's been a long list of changes since then. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Retreating Task Forces?
haha, well, that's all right.
The reason for the version was...I'm a slacker. http://forum.shrapnelgames.com/images/smilies/laugh.gif I do hope that an updated list of AIs have been provided in the patches somewheres! |
Re: Retreating Task Forces?
Update (for anyone who cares to know)
A nail-biting 3 minutes of loading, and my months-long game from 1.25 successfully updated to the current version without any script editing! |
Re: Retreating Task Forces?
I'm making progress. I did a test with a core cruiser and escort frigates. The cruiser ended up taking damage despite the PD frigates and was reduced to 1 move. The frigates stayed in formation moving about at 1 move.
I am trying to figure out the roles. Should it be core ships with heavy direct fire surrounded by PD ships? I am trying to figure out pickets. Historically they are to stop surprise attacks so what role do they have now. I'm thinking missiles to maybe damage enemy before they get in range of the core and escorts. |
Re: Retreating Task Forces?
That's, to an extent, what I do.
I try to design multi-role ships. My picket ships are light attack craft. They surround a larger ship, say a cruiser, with a light offensive shell. Most only possess a missile or two, and then a formidable amount of point defense. I haven't done any real fighting in the newer version, but the escorts, supported by the heavier missile batteries of their flagships, usually have done the trick in the past for me. Then, most of my enemies, by this point, have been reduced to single or as many as triple system nations, whereas my Hegemony is a good dozen systems with trillions of people. I've always enjoyed a severe advantage in weight of ships. |
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