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-   -   Ok, I built a ship with alot of boarding parties... (http://forum.shrapnelgames.com/showthread.php?t=8959)

Hunkpapa March 23rd, 2003 08:34 PM

Re: Ok, I built a ship with alot of boarding parties...
 
I have also read in a previous post that the AI knows if the enemy has a self-destruct device and it will not attempt to board.

PvK March 23rd, 2003 08:54 PM

Re: Ok, I built a ship with alot of boarding parties...
 
Quote:

Originally posted by phaet2112:
Ive made some specific all point defense "missile destroyers" early in the game to offset any attacks, and without manual control, they cower, unable to provide any sbustantive defense, even though they are labeled "defensive ship"
<font size="2" face="Verdana, Helvetica, sans-serif">Add a single weapon that can damage your enemy's units (ships, usually).

PvK

QuarianRex March 23rd, 2003 09:47 PM

Re: Ok, I built a ship with alot of boarding parties...
 
Also note that the boarding attempt is made before weapons are fired. What does this mean? shield regenerators will make a ship invulnerable to one-on-one capture attempts. This is because the targets shields always regenerate a bit before you can board and you have to wait till next turn before you get another board attempt. Viscious circle ain't it?

So always make sure that you have at least two shield depleter boarding ships (or at least another depleter equiped ship) so that you can tag-team and get past that annoying glitch.

QuarianRex March 23rd, 2003 10:01 PM

Re: Ok, I built a ship with alot of boarding parties...
 
About boarding ship movement, it tends to be weird. I was working on a race mod a while back that used boarding parties almost exclusively and some odd things would pop up. Such as movement working fine on ships up to @500-600kt but larger hull sizes (with virtually identical configurations) would spasmodically twitch in one place until an enemy happened to come within range, from then on it would lurch after its attacker in a severely crippled manner. Watching the strategic replay was like seeing a wounded mosquito having a seizure. This was not due to damage of anything else, the boarding ship would emerge intact.

I only tried out a small test of it a while back in 1.84 but it seemed to be doing better. I should go back and test it out a little better sometime.

Fyron March 23rd, 2003 10:13 PM

Re: Ok, I built a ship with alot of boarding parties...
 
Quote:

Originally posted by Grandpa Kim:
I agree with Oleg. Any direct fire weapon will do. Shield depleters seem the best choice to me on a boarding ship once they are available. Fyron, I have never had problems with SD equipped ships running for the corners. For me they work just fine. My strats are "board enemy ships"/"point blank".
<font size="2" face="Verdana, Helvetica, sans-serif">Ok... then there is a problem with the default strategies. http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg March 24th, 2003 02:37 AM

Re: Ok, I built a ship with alot of boarding parties...
 
Quote:

Originally posted by QuarianRex:
Also note that the boarding attempt is made before weapons are fired. What does this mean? shield regenerators will make a ship invulnerable to one-on-one capture attempts. This is because the targets shields always regenerate a bit before you can board and you have to wait till next turn before you get another board attempt. Viscious circle ain't it?

So always make sure that you have at least two shield depleter boarding ships (or at least another depleter equiped ship) so that you can tag-team and get past that annoying glitch.

<font size="2" face="Verdana, Helvetica, sans-serif">It may be because AI "fires" weapons according to its placement by design.txt file. Usually boarding ship has "boarding attack" as a "must have ability", which is also "majority weapon". Thus, ship tries to board first and only then uses "secondary weapon". Try "must have" to be a "weapon" (with appropriate weapon number as a majority component and "boarding attack" being one of miscellaneous abilities. If it does not work - ship does not board at all - simply add "boarding attack" as miscellaneous ability to the existing ship design. May be it will try board and fail, then will use weapons and board again !

QuarianRex March 24th, 2003 09:53 AM

Re: Ok, I built a ship with alot of boarding parties...
 
Oleg:
Nah, the ships were created manually with boarding parties after weapons. I think that it's just hardcoded to do that. Perhaps in an attempt to let you take a ship before your weapons blow it to smithereens.

Preacherman March 24th, 2003 01:06 PM

Re: Ok, I built a ship with alot of boarding parties...
 
another question:
if i have a ship with say 5 shields and 1 shield regenerator, are all 5 shields regenerated or only 1?

oleg March 24th, 2003 04:35 PM

Re: Ok, I built a ship with alot of boarding parties...
 
Quote:

Originally posted by QuarianRex:
Oleg:
Nah, the ships were created manually with boarding parties after weapons. I think that it's just hardcoded to do that. Perhaps in an attempt to let you take a ship before your weapons blow it to smithereens.

<font size="2" face="Verdana, Helvetica, sans-serif">Pitty. http://forum.shrapnelgames.com/images/icons/icon9.gif

Ward March 24th, 2003 05:29 PM

Re: Ok, I built a ship with alot of boarding parties...
 
Preacherman:

Quote:

another question:
if i have a ship with say 5 shields and 1 shield regenerator, are all 5 shields regenerated or only 1?
<font size="2" face="Verdana, Helvetica, sans-serif">Shield regenerators regenerate points. They don't depend on shield generators. So you can have 20 shield generators and 1 regenerator and still regenerate only 25 points.

I dont't see the point in having them. Maybe for capture ships, but if you reach their tech the enemy probably has dreadnoughts with enough firepower to bLast your ship apart in 1 round. Here help 375 points of shields more than minor regeneration. http://forum.shrapnelgames.com/image...s/confused.gif


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