Re: The Rage Collective 1.1
Alpha Kodiak here I've got some more feedback for you:
In my game with full tech it's now about turn 110 and the Rage are doing fine after they had a hard time fighting against multiple stronger empires. For a while they ran out of resources but I play with no computer bonus. The resource problem was solved after I persuaded them into a Trade Alliance with me (United Federation of Planets). Now they are again constructing attack ships like mad!
In the combats I realized a major problem of the Rage: They use now as specified from you phased polaron beams as main weapon but you gave them maximum weapon range as strategy. This works not well. After I changed it to optimal weapon range they did much better. Maximum weapon range is good when you use missiles or if you have 100% hit chance by the religious talisman.
In another topic about minesweepers I proposed the inclusion of a minesweeper component in attack ships, because the AI (as the Rage) build minesweepers but they send them unprotected on mission so they got easily killed before the can sweep the minefields. I did this now for the Rage because many empires in my game use mines (including the Rage themselves) and the Rage lost many ships in the minefields. I seems to work very well!
One Last minor point: should a very aggressive race like the Rage not get angry about allied planets? Now they have "false" in the settings file.
Thank you again for your great work and I look forward to see more of it!
|