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Re: Balance Mod Available for SE:V
Oh I see. Alrighty then, i'll abuse it while I can.
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Re: Balance Mod Available for SE:V
Kwok, I don't think there is a Point Defense ship type in stock, what do you think about one for balanced? The AI might need code changes to use them too.
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Re: Balance Mod Available for SE:V
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Re: Balance Mod Available for SE:V
cool, can't to try it out. I guess the tricky part will be to tell the AI when they need PD ships in their fleets.
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Re: Balance Mod Available for SE:V
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Re: Balance Mod Available for SE:V
Are their any API functions that will let you get what kind of weapons an enemy tends to used based on intel or battle experience?
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Re: Balance Mod Available for SE:V
Sys_Does_Vehicle_Design_Have_Component_With_Name: boolean
design_id: long component_name: string Sys_Does_Vehicle_Design_Have_Ability_With_Name: boolean plr_index: long design_id: long ability_name: string Sys_Get_Vehicle_Design_Date_Last_Seen: long design_id: long plr_index: long |
Re: Balance Mod Available for SE:V
Kwok, Point Defense seems a bit overpowered. I made 2 PD frigates (L3) that each had 4 L1 PD cannons. I faced them against 5 Frigates with 2 capital ship missiles each. They shot down every missile without a problem. PD should be that good with some more tech (or better targetting computers) but right now it seems a bit much.
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Re: Balance Mod Available for SE:V
Some calculations on the BalanceMod fighter counts:
http://home.comcast.net/~anglewyrm/fightercounts.gif A first level Light Carrier has 650kt * 40% = 260kt fighter bays, or nine bays. So it can carry 54 fighters minimum. If you take four engines per fighter (at 50 supplies each) times 54 fighters, that's 10,800 supplies per launch. Since there is no room for that much supplies on board, the alternative is to add the required fighter bays, and leave them empty, or not use carrier hulls. |
Re: Balance Mod Available for SE:V
yikes... I think I am going to need bigger supply ships for carriers.
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