
November 20th, 2003, 02:58 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by deccan:
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I recently started playing this mod in earnest. Some quibbles:
1) Some of the descriptions are off. For example, for the Light Carrier, "Large size makes base easier to hit in combat" should obviously be "ship" instead. Also, "Maneuverability decreases chance to hit targets" is a bit weird. Should be something like "Poor maneuverability decreases chance to hit targets".
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Typo, Thanks
"Poor maneuverability decreases chance to hit targets" is a finer structured sentence.
Thank you Deccan, consider it done.
If you wish to help with any more Descriptions please feel free, it appears your English and literary Imagination is superior to that of mine, together we can do some house keeping for the next releases
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It would be nice too if the description for the Engineering Section mentioned that it is regenerative armor and how much it decreases maintenance. I had to look into the text files to find out.
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You have a point I will look into this. However, I do not know how textbook we want to get, after all this is just the se4 titles of some actions and the need to call that action from the se4.exe so se4 can work its mathematical wizardry. Truly, in this case there is no organic regeneration happening within the components.
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2) Why are there extra tech levels in fields such as Construction, Colonial Development etc. that are never used?
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Every release I mix some techs and AI files up a bit for flavor, I also believe that in most, but not all techs Players do not want to memorize the absolute Tech Paths.
Ended-opened Techs have been in and discussed with AIC since the beginning and many Players like an open tech and not knowing that there maybe still a prereq out there for advancement. 
[ November 19, 2003, 15:51: Message edited by: JLS ]
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