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Re: Proportions mod Version 2.2 released
Speaking about cargo:
Please assign "star - unstable" to higher levels of Cargo bays. I remember what you told about optimising AI conservation of resources, but population transports are not the only ones using cargo bays. Mine layers, satelite layers, carriers, troop transports, etc all use cargo bays. It is practically impossible to make AI designs using "cargo" ability because of the variable size of starline modules. If AI will underutilize space on transports with CB 2/3 - so be it, no big deal. |
Re: Proportions mod Version 2.2 released
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I don't know that I agree though that drone launchers should be 40kT with 100-180kT of storage. 40kT for 100 storage is the same ratio as a cargo bay, plus the ability to launch drones. 2 x Cargo III would match the capacity of one Drone Launcher II, and Drone Launcher III would now be a more efficient spacewise cargo component than the current best cargo bay, which currently costs four times the original cost of a drone launcher, per space. Drones and Cargo tech not being linked, this provides a weenie way to get a better cargo ratio than is possible with Cargo tech, without even researching cargo tech. Players would start abusing drone launchers to cram more people on population transports. My current Versions are pro-rated based on Cargo Bay I with a very slight advantage per tech level. Mainly, these are for convenience - drone tech is drone tech, not cargo tech: DL I - 160 mins, size 54kT, storage 100 kT. DL II - 195 mins, size 68kT, storage 140 kT. DL III - 230 mins, size 82kT, storage 180 kT. Quote:
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PvK |
Re: Proportions mod Version 2.2 released
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PvK |
Re: Proportions mod Version 2.2 released
I had the following dificulty making AI drone carriers: When drone increases in size, I need more cargo bays per drone launcher, when I progress in cargo, I need less cargo bays per launcher. Thus it is impossible to make AI design drone carrier which will utilize space effectively. But it is a moot point now after you made 1 drone per 1 launcher http://forum.shrapnelgames.com/images/icons/icon7.gif
---------------- I was thinking mostly about drone carriers when I suggested "star unstable" throught. However, effective troop transport should use cargo bays instead of starline modules because of much higher damage resistance and lack of defence bonus. Extra space of cargo bays 3 will come very handy for troop transports ! "Sorry Sir, we can not load any more tanks, Ministry of Defence contracted to use cheap cargo bays only" --------------------------- I mentioned size of ECM because its higher size takes over the space of two engines, thus making Proportions' drone less effective than standard. If I am not mistaking, you are going to make max. drone engines 2,3 and 4, as it was intended, right ? Drones are fun to play with ! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Proportions mod Version 2.2 released
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I'd like to know if anyone has tried 'special damage' warheads of any sort. Especially plague or neutron (population only) against planets, but also engine damaging or anything else against ships. SE4 combat doesn't seem to use spcial damage types when the warhead is a seperate component inside a vehicle. It seems it has to be a weapon that makes contact with the target outside the vehicle. http://forum.shrapnelgames.com/image...s/confused.gif [ May 25, 2002, 19:22: Message edited by: Baron Munchausen ] |
Re: Proportions mod Version 2.2 released
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I understand the theory but in practice I don't think it applies, because the AI is not good at loading up troops or fighters (or I assume, drones). So in practice, it is better for the AI to waste 20 resources on a 50kT empty cargo bay, than to waste 200 resources on an empty 70kT cargo bay. Even if it would use the extra space sometimes, it's not really worth spending 10 times as much for cargo storage unless you are a smart human player who is really going to take advantage of it. I could add a different tag though for "high-tech cargo storage". Quote:
On the advantage side for Proportions drone effectiveness, having only 2-4 engines instead of 6 also makes them longer-ranged, especially smaller ones. You could also put efficient engines on them to get longer-ranged (but slower) and cheaper drones. Quote:
PvK |
Re: Proportions mod Version 2.2 released
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PvK [ May 26, 2002, 04:05: Message edited by: PvK ] |
Re: Proportions mod Version 2.2 released
Well, I don't think it is neccessary to complicate your mod any farther. Extra flag for high-level cargo would be nice but not that important. It is just pitty that right now AI will _never_ever_ use cargo bays II and III, it is a completely lost tech for it.
----------- Unrelated issue: I think it is a typo in standard (and every other SE IV mod ! ) systemtypes.txt file, but tri-star system II, one that is without any planets, should have a flag "empires can start in " false instead of true. Otherwise it is quite odd to have a homeworld in supposedly planet-free system. It happened to me just right now http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Proportions mod Version 2.2 released
Is it really a pity the AI won't build Cargo 2/3, if it isn't smart enough to do anything but lose resources by doing so?
This, though, is the sort of thing that makes me really want MM to make it possible to add an unlimited number of ability tags with whatever names the modder wants. It would be really nice to be able to put in the design file "Cost-efficient cargo" instead of "Star - Unstable", and to not worry about side-effects or running out of usable tags. As for system tags, yes, I think there may be a couple of funky ones allowed for home systems - I should review that. Meanwhile, enjoy the novelty. Too bad you probably didn't take Crystalline tech. http://forum.shrapnelgames.com/images/icons/icon12.gif PvK |
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