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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I dunno what thread it was in, but you can search cross threads for my Posts, and probably find it.
In short, I said that for the next major Version, I would probably re-work fighters, and make the first ones start out without terribly high combat modifiers or abilities, and unable to move out of the sector they launch in. I also mean to tweak their combat abilities in several ways, with the first Versions limited in several ways. Then players would have to do signifigant research to develop better combat abilities, and specialize in research for anti-ship fighters, anti-fighter fighters, long-range movement, etc. That would all be a big change, so the whole system would be replaced, rather than it being an evolution of the current system. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
That sounds like the 6+ Carrier, long range 3 wave fighter attack vs. AI Planet; Another way for the human to beat the AI grip I had; I Emailed you this PvK a while ago; along with some preliminary fighter design specs. For tactical fighter movement in AIC.
Don’t you recall? Why, you like the Idea? http://forum.shrapnelgames.com/images/icons/icon7.gif Or is there an Issue here? I hope not, it has been a long day, and I am tired… Between work and AIC. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I looked for your reference here on thread again, PvK, I could not find it.
But I did find the complements you gave me here on thread, back in February and a few more, that I never seen before. Actually, if there is an Issue, lets work out, and/or work on this Tactical fighter mod together, this way benefiting all that play the game. Can you start a Tactical fighter thread, to kick start it, or shall I ? [ March 12, 2003, 01:45: Message edited by: JLS ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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http://www.shrapnelgames.com/cgi-bin...3;t=007969;p=5 or http://www.shrapnelgames.com/cgi-bin...969;p=4#000053 [ March 12, 2003, 12:36: Message edited by: PsychoTechFreak ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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I guess we gonna have to wait for SE5 to have it right. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
PVK:
All though, we could not find your Post, I am sure it is out there. However it would be beneficial to all, certainly less controversial, if you bring the original post to the front, PvK. http://forum.shrapnelgames.com/images/icons/icon12.gif Global [Search on these reference are not showing your post] ~~~ Guys. PvK, has not mentioned the motive or intent was behind this post yet, it may just be to help make positive changes and additions for TACTICAL FIGHTER MOD. http://forum.shrapnelgames.com/images/icons/icon7.gif AIC TACTICAL FIGHTER MOD. Basically, just moves in Combat movement Phase; And has the natural Anti-Ship, anti-fighter, anti-planet, fighter abilities that one would expect from a se4 Fighter, with nothing overly fancy? My intentions for this Mod as with all AIC; was to help the AI be, on a level Playing Field with a human player. http://forum.shrapnelgames.com/images/icons/icon7.gif All AI Fighter designs, are 100 % JLS. All added AIC Fighter or revised components, are 100 % JLS. Is this not true PvK? ~~~~~~ AIC TACTICAL FIGHTER MOD: Does not do what now, half what you just posted! There are a couple good ideas in this post PvK. ~~~ My TFD, does not have from your post PvK. Quote:
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
JLS, why don't you merge your Tacticl Fighter Mod with PvK's Proportions?
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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With Pete’s experience, and our assistance; this could be Awesome. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
JLS,
yes I remember we discussed tactical fighters some time ago, and that it would help remove an advantage humans have against the AI (since the AI isn't programmed to move fighters around a system). I think the Proportions 2.x fighters offer a reasonable balance the way they are set now, at least for human players. In the interest of keeping the 2.x series relatively consistent for upgrading existing games-in-progress, I wouldn't want to rework the entire system in 2.x. It might be an improvement to 2.x to add a new class of tactical fighters, with some sort of minor advantage (probably simply cost and maybe reduced research time - I don't think they should be more effective), mainly because this would add an option, and one the AI could use and get something back for not being able to use the system fighters. I don't mind if you want to use my reworking of fighters in your AIC mod - the only obstacle is you'll need to wait for me to work out what the details are. I'm pretty busy at present, and haven't even had time to study AIC yet - I assume it is a refinement of the AI balance mod to Proportions which you showed me some months ago? PvK |
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