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Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
Received my copy of SE4Gold the other week and have started to get back into the game.
Mephisto has requested that I review my race AI's and submit a revision (if any) for the next mod-pack. Am reviewing the use of Drones but would welcome any suggestions by players. Regards, GE |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by God Emperor:
Received my copy of SE4Gold the other week and have started to get back into the game. Mephisto has requested that I review my race AI's and submit a revision (if any) for the next mod-pack. Am reviewing the use of Drones but would welcome any suggestions by players. Regards, GE<hr></blockquote> Use the Secondary weapons attribute to give their ships a few more guns. The high amount of point-defense seems to take up space that would be filled w/spare primary weapons. Either the same weapon type, or a secondary type with a shorter reload time than the null-space weapons some designs end up with. They still will have plenty (that is, horrifying amounts) of point-defense after the secondary guns get added. [ 01 April 2002: Message edited by: Sinapus ]</p> |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
What Sinapus said: I am testing a new racestyle and they use those secondaries (weapon destroying, engine destroying, etc) if added in designcreation. or so I have found.
[ 01 April 2002: Message edited by: pathfinder ]</p> |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
@sinapus
I havent bothered using secondary weapons for two reasons; 1) The computer will automatically add more primary weapons if there is space available, 2) Because the AI is not able to best use a combination of weapons (and has trouble maintaining an appropriate combat separation distance), I have avoided mixing weapons types. With respect to the level of point defence that my AI's carry, it is a result of the poor performance of AI's in general against fighters. The level of PD that my AI's carry means that that are pretty immune to missiles unless they are massed. PD's are also very useful against satellites. The downside is of course that later on in the game when High Energy Discharge weapons are in use, they are underarmed. I was considering, however, subdividing the Attack Ship class further (700kT + Category) so that I can decrease the amount of PD on battleships etc.. Your thoughts have encouraged me to consider that path more seriously. @All What are peoples views on Null Space Projectors? Do people consider them to be a good weapon for the AI. (Most of my AI's ultimately end up researching and using High Energy Discharge Weapons). Regards, GE |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
personally, I like the Null weapons, I use them quite often, especially for close in fighting.
Yes, I would like to see the AI use them also I would like to see the AI use Battlestations more and to better defend wormholes with BS's, sats, etc. my opinion only just some ideas mac |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
I use null weapons, though I tend to pair them with weapons that have a faster firing rate.
God Emperor: I've found that the miscellaneous equipment, shields, etc. on the ships tends to take away a lot of excess space and leaves fewer main weapons to add in afterwards. As for different weapon types, have I mentioned how much I hate the Aquilaean's engine-destroying secondary weapons? http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
@Sinapus, @Mac
Thanks for the feedback. Will put the ship designs under the microscope during the later stages of my current game/play test. Regards, GE |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by God Emperor:
@All What are peoples views on Null Space Projectors? Do people consider them to be a good weapon for the AI. (Most of my AI's ultimately end up researching and using High Energy Discharge Weapons). <hr></blockquote> My traditional 'fleet doctrine' is to have one 'heavy' weapon (slow firing and high damage or special ability) on every capital ship to compliment the main armament of standard A-P/Meson type weapons. You never know when a single high-damage hit might make a big difference in combat. The Null-space Projector is very special in that it starts to damage your enemy immediately and so gives full advantage for whatever shields and/or armor that your own ships have. The slow fire rate makes it hard to rely on as a main weapon, of course, but as a supplemental weapon it's very worthwhile. [ 04 April 2002: Message edited by: Baron Munchausen ]</p> |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
Hmmm, any thoughts as to what might be a good weapon to complement Null Space Projectors?
- ie something that doesnt take up much space but would inflict useful damage. |
Re: Updating of Jraenar, Klingons, Romulans, Praetorian, Shadows and UkraTal
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by God Emperor:
Hmmm, any thoughts as to what might be a good weapon to complement Null Space Projectors? - ie something that doesnt take up much space but would inflict useful damage.<hr></blockquote> Meson BLasters, Anti-Proton Beams and Phased Polaron Beams are decent. |
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