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Re: Point Defence and Maximum Weapons Range orders
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Geoschmo EDIT: On second thought, changes to the strategies file might work, because that might get carried over into your .emp file when you load it. Not sure abou tthat one. Would need to test it. But the PDC damage change would definetly require a mod. [ November 20, 2002, 14:14: Message edited by: geoschmo ] |
Re: Point Defence and Maximum Weapons Range orders
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After lots of tests there is only one conclusion: Take every word for granted. Setting the toggles "Don't fire on Seekers" (On Us) and "Don't fire on Seekers" (On Others) = True makes the difference. I ran the tests with missile ships (CSM reload time set to 3, 5 and 10) and a strategy you see below. The ships fired their missiles at maximum range and EVERYTIME headed for the next corner during reload time and came back when the missiles were ready to fire again. None of them was hunting enemy seekers. Name := Hit and Run Primary Movement Strategy := Maximum Weapons Range Secondary Movement Strategy := Don't Get Hurt Targeting Priority 1 := Nearest Targeting Priority 2 := Has Weapons Targeting Priority 3 := Strongest Targeting Priority 4 := Largest Use Type Priority First := False Type Priority Planets := 8 Type Priority Fighters := 11 Type Priority Seekers(On Us) := 12 Type Priority Seekers(On Others) := 13 Type Priority Mines := 14 Type Priority Carriers := 3 Type Priority Colony Ships := 4 Type Priority Transports := 5 Type Priority Bases(No Weapons) := 6 Type Priority Ships(No Weapons) := 7 Type Priority Bases := 2 Type Priority Ships := 1 Type Priority Satellites := 9 Type Priority Drones := 10 Dont Fire On Planets := False Dont Fire On Fighters := False Dont Fire On Seekers(On Us) := True Dont Fire On Seekers(On Others) := True Dont Fire On Mines := False Dont Fire On Carriers := False Dont Fire On Colony Ships := False Dont Fire On Transports := False Dont Fire On Bases(No Weapons) := False Dont Fire On Ships(No Weapons) := False Dont Fire On Bases := False Dont Fire On Ships := False Dont Fire On Satellites := False Dont Fire On Drones := False Fighters Launch Group Amount := 20 Break Formation Planets := True Break Formation Fighters := True Break Formation Mines := True Break Formation Carriers := True Break Formation Colony Ships := True Break Formation Transports := True Break Formation Bases(No Weapons) := True Break Formation Ships(No Weapons) := True Break Formation Bases := True Break Formation Ships := True Break Formation Satellites := True Break Formation Drones := True I did the same test with the toggles set to "False". After firing their missiles the ships moved away from the enemy but only some of them headed straight for the next corner. The rest (which are closest to the enemy) began moving - I would say - erratically, never using the full amount of movement points, zigzag courses. One combat turn later they actually began hunting enemy seekers. Thanks PvK, as I said before I never would have thought of that one. |
Re: Point Defence and Maximum Weapons Range orders
"Actually I am pretty sure what Pvk was refering to was the toggles within the strategies setup screen in the game itself."
Probably. But the toggles I posted do the same thing, which was why I noted God Emperor already had them in his file. Phoenix-D |
Re: Point Defence and Maximum Weapons Range orders
I was referring to both, but specifically the in-game ones. They both have the same effect, but the files apply to the AI and default strategies for humans, while the in-game ones are they way the player can tweak their own.
At any rate, yes, I think they solve the problem described. Adding the 1 damage to PD at long range isn't necessary, and would sometimes have the side effect, in battles that use a lot of the tactical map, anyway (rare, but they can occur) where a PD weapon would use opportunity fire on an enemy on the far side of the map, with a 99% chance to miss, or do 1 damage if it hit. Meanwhile, if there are unit threats to the ship itself, it's PD would've been wasted. PvK |
Re: Point Defence and Maximum Weapons Range orders
Just for clarification though Pvk (or anyone who knows) this will not prevent your PDC from firing on seekers that get into range on there own right? It will only prevent seeker hunting, or milling about correct? I am asking, cause I just want to be sure.
Geoschmo |
Re: Point Defence and Maximum Weapons Range orders
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[ November 21, 2002, 20:58: Message edited by: Rexxx ] |
Re: Point Defence and Maximum Weapons Range orders
Just as a note,
I just went into the Empire Status/Strategies menu for one of my races that I have set an AI_Strategies file for, and the settings do both match. Hence, my earlier play tests when I kept changing the AI_stategies.txt settings (including the seekers=True modification which I posted earlier) should have made a difference, except..... I'm now just wondering whether I shut the game down and reloaded the turn, or whether I just simply reloaded the turn. It does make a difference of course as some files are only read during the game startup whilst others seem to be read when called upon. I have just have completed a number of tests that confirm that strategies settings changes dont take effect unless the game is shut down and reloaded. Simply reloading the turn is not enough (I know this also to be true for AI_Research files as well). |
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