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-   -   Proportions Mod Versions 2.5.2 and 2.5.3 available (http://forum.shrapnelgames.com/showthread.php?t=8534)

PvK March 12th, 2003 02:32 AM

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

JLS March 12th, 2003 02:56 AM

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.

JLS March 12th, 2003 03:41 AM

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 ]

oleg March 12th, 2003 01:08 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by JLS:
I looked for your reference here on thread again, PvK, I could not find it.


<font size="2" face="Verdana, Helvetica, sans-serif">It may be another example of threads/Posts disapper on this forum. http://forum.shrapnelgames.com/images/icons/shock.gif I too remmember that discusion about mini-fighters.

PsychoTechFreak March 12th, 2003 01:45 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by oleg:
I too remmember that discusion about mini-fighters.
<font size="2" face="Verdana, Helvetica, sans-serif">You don't think of the 1 or 5kT spacesuit-1man fighters, do you? I guess I had a brief discussion about something like this in an older proportions thread. I have investigated a test with 20-40,000 units in space which was utterly slowing down the combat.

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 ]

Aloofi March 12th, 2003 03:08 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by PsychoTechFreak:
You don't think of the 1 or 5kT spacesuit-1man fighters, do you? I guess I had a brief discussion about something like this in an older proportions thread. I have investigated a test with 20-40,000 units in space which was utterly slowing down the combat.

[

<font size="2" face="Verdana, Helvetica, sans-serif">The problem with the Orbital Assault Infantry is that they cannot enter the atmosphera of a planet, so they end up being just like fighters, and if you use them as Space Marines to board other ships then you are not simulating the hull breaking equipment.
I guess we gonna have to wait for SE5 to have it right. http://forum.shrapnelgames.com/images/icons/icon10.gif

JLS March 12th, 2003 03:24 PM

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:

“Then players would have to do signifigant research to develop better combat abilities”
“and specialize in research for anti-ship fighters”
specialize in research for, anti-fighter fighters,
“long-range movement”
(“etc.”) Edit: Covers allot PvK Now I really would, like to see your post. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">All are good ambitious Ideas.

Aloofi March 12th, 2003 03:40 PM

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?

JLS March 12th, 2003 04:18 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by Aloofi:
JLS, why don't you merge your Tacticl Fighter Mod with PvK's Proportions?
<font size="2" face="Verdana, Helvetica, sans-serif">That would be an Honor, if PvK would do this.

With Pete’s experience, and our assistance; this could be Awesome. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK March 12th, 2003 10:39 PM

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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