Re: AI late game Ship Designing problems (turns 100+)
HreDaak: I assume you've notified MM about this, er, "feature"? Sounds like something that needs to be patched...
Using just the roman numeral could also cause problems with the Torpedoes; or do Anti-Matter Torpedoes and Quantum Torpedoes get tracked differently? (If any AI uses those things)
LintMan: I hadn't bothered with making colony ships out of other hulls (yet); I wonder what would happen if one were to use transports to carry colony components... nice large starting population, at least. Anyway, I use fighter bays on lots of different hulls, which works quite well. One thing that MM has dropped between SE2 and SE3 & SE4 was making fighter bays take up more room on non-carrier hulls. IIRC, in SE2 a fighter bay took up 2 spaces on a carrier hull and 3 spaces on non-carrier hulls. I kinda liked that idea, but since I'm taking advantage of the change, I guess I like the new system too...
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L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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