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Re: Balance Mod Update...
There was code added in v1.03 from the latest SE:V patch that marked defended Warp Points and I can't recall what if any provisions exist to pass through it despite the fortifications.
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Re: Balance Mod Update...
Hmm, that would explain some of the behaviour I've been seeing, since none of my defended warp points have ever been attacked by a real fleet, that I can remember.
It doesn't help the AI too much if the warp points only get marked as 'defended', though. The game should return some sort of defending-force-strength-estimate thing to be effective, so the AI would have a clue how much is needed to get through. I can see how that might be hard to implement, though. |
Re: Balance Mod Update...
I have started a new game with 1.03 and the AIs don't seem to be building weapon platforms to defend their planets. Instead, planets are full of fighters that don't get launched. And occasionally some troops. Maybe there is a little glitch in a script somewhere that chooses the wrong thing to build? http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Balance Mod Update...
It's more likely due to the higher demand that fighters and troops were given in v1.03, they're just being built them first. They will build WPs. Eventually I'll need to separate the unit queue from the ship queue so I can implement a more SE:IV like system where you prescribe a desired amount of units to build for each colony rather than the randomness that it is now.
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Re: Balance Mod Update...
Kwok,
Have you made any changes to Ionic Dispersers in your mod? From what I have been reading, they sound useless. |
Re: Balance Mod Update...
Ionic Dispersers / Missiles are blocked by shields, but pass through Armor.
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Re: Balance Mod Update...
excellent, thanks!
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Re: Balance Mod Update...
Just some news about v1.04 - I've been working on implementing a few new items, which includes increasing the size variety of AI ships. As a bonus, I was able to streamline a small chunk of the design creation routine, which has actually made the compiled scripts about 40kb smaller. http://forum.shrapnelgames.com/image...ies/tongue.gif
Since I was in the area I scripted a new ship purchasing routine, but it isn't so hot right now as the AI is only building Attack and Colony ships. Some of the other items on the to-do list for v1.04 including making fighter groups attack trespassing ships and a few tweaks for empire diplomacy. v1.05 is going to be a good update, you'll note all sorts my new built-in functions I requested got added in SE:V v1.27 - so hopefully I can get the AI to start maxing out their colonies. Other items slated for v1.05 will be better AI strategies for their ships and much needed updates to Alliance diplomacy. |
Re: Balance Mod Update...
The biggest thing you could do for the AI is teach it to use more ships. In my current game it's back to the same old 'stream of single ships' mode that makes stock so frustrating. Every few turns another (colonizer|scout) comes through the warp point and gets instantly slagged by my waiting defense fleet. Even a non-omniscient observer should be able to figure out that it requires more force than a single ship to get through that warp point after a while. The only time I've yet seen the AI mass a fleet together and attack is when I colonized a planet right under its nose -- in its home system.
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Re: Balance Mod Update...
That's a problem with fog of war and the AI's lack of memory, Munchausen. Think that's something Aaron himself will have to do something about.
Basically the AI forgets about your colonies and ships as soon as they're out of his sensor range. If you play with 'all players see all systems' set to on then you'll avoid those scenarios. |
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