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Re: Weapon Targets
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Did you test if this is working?
The phased shield ability is a component ability and as you know abilities of components and facilities frequently do not function if you assign it to the other group. <hr></blockquote>Pirates & Nomads has had this since forever. I made the first levels of planetary shield tech give normal shields (20K/5K, 50K/20K) and the top end phased shields (75K/50K). Tech=>(ruins/normal) At the very least, the AI should build one of the normal generators through its build orders, and then upgrade it to phased as soon as it finishes... |
Re: Weapon Targets
I'm a little confused here, with all the talk of planetary shielding.
If you don't wish ships/fighters/etc, to target planets, then simply modify the strategy that the ship (or ships) uses. In the strategies there is a "Do Not Fire On" option, and one of those listed is planets. I use that frequently. |
Re: Weapon Targets
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>If you don't wish ships/fighters/etc, to target planets, then simply modify the strategy that the ship (or ships) uses. <hr></blockquote>That's up to the player whether they want to shoot at planets.
Val wanted to make the weapon ineffective against planets. So you can't kill a planet with the weapon, even if you want to. If the planet has huge phased shields, then you need to use a planetary weapon (with huge damage) to punch through, or null space. |
Re: Weapon Targets
Thanks for all the input, looks like a toss up between using phased shielding or increasing the pop damage ratio.
I think I'm leaning more towards the later as it won't require the AI to do anything new http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Weapon Targets
You will probably want to add platform mounts for heavier armor, too.
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Re: Weapon Targets
Ellaborate a little more, please http://forum.shrapnelgames.com/images/icons/icon7.gif
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