.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 21st, 2001, 01:23 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Mod Packers - Research File Issues - EA & Toron

Have been doing some play testing for Daynarr on some of his new race mods, but, happened to review the EA and Toron races as well during a game. I identified the following issues/problems;

1) The Earth Alliance Construction_Vehicles file contains a Planet per Item value of 1 for Weapons Platforms in the Exploration Category (ie 10 WP's per planet!). As early on it is difficult to actually fit 10 WP's on each planet, the EA wastes a lot of time and resources trying to build WP's to satify the rule (frequent "No Storage Available" Messages).
The other cateogories, however, have Planet per Item settings of only 5 (2 WP's per planet) which is ok. Hence, once the EA switches out of Exploration mode, it is no longer hampered.

2)What is the rationale for researching armour ahead of shields? In all playtesting I have done, it is abundantly clear that the AI does much better if it has shields early on.

3)Shields has been placed 10 entries after Physics. Whats the story? Shields should either follow directly after Physics, or Physics should be lowered so that it is only four above Shields. This sort of research queuing really hampers the AI early on when it is up against a human opponent.

4) Troop Weapons has been placed 8 entries after Troops (and with the 500k Ice Colonisation tech in between).
Again, Troop Weapons should either follow directly after Troops, or Troops should be lowed so that it is only four above Troop Weapons.

5)The Toron DesignCreation file requires that their ships be equipped with capital missiles, but, they only research missiles above level 1 at the end of their research queue. I suggest that if missiles are to be retained in their DesignCreation file, that the Toron Research file be adjusted to ensure that they progressively research missiles, rather than do it all at the end of the game.

I look forward to your replies on these issues. Regards,

God Emperor
Reply With Quote
  #2  
Old March 21st, 2001, 01:57 AM
raynor's Avatar

raynor raynor is offline
Captain
 
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
raynor is on a distinguished road
Default Re: Mod Packers - Research File Issues - EA & Toron

The comments at the top of Default_AI_Construction_Vehicles.Txt file say:

Entry X Planet Per Item:
Number of planets per each item in 10ths.
(20 = 2.0: We want 1 item for every 2 planets we have.)

Wouldn't that mean that planets per item := 1 means only one weapon platform for every 1/10 a planet equals build one weapon platform for every 10 planets?

Thanks for any help. I don't have any experience or opinion on this. I'm just going by what I read at the top of the file.

Reply With Quote
  #3  
Old March 21st, 2001, 02:01 AM

Jourin Jourin is offline
Corporal
 
Join Date: Dec 2000
Location: Sherman, TX, USA
Posts: 122
Thanks: 0
Thanked 0 Times in 0 Posts
Jourin is on a distinguished road
Default Re: Mod Packers - Research File Issues - EA & Toron

God Emperor, I agree with some of your statements. If you research troops, you should always research Troop weapons 3. I have added that to all the AI research queques. The same is true for mines and explosive warheads. If you research mines you should always research explosive warheads 3 - I added that to the AIs research files.

Armor is a VERY good AI choice. Both Chemistry and Physics cost the same, but level 3 armor is cheaper than level three shields. Also is smaller ships, four armor can fit in the place of one shield generator.
Space is very critical on smaller vessels and 4x10 armor components are more flexible than 1 x 40 shield generator.

Since I normally research physics 2, get phased polaron beam 3 that skips shields I usually destroy all AI ships.

I have tied armor 3 to chemistry 1 and move that ahead in the AI research queques and then replaced armor in place of shields for a small attack ship design.

I added a new ship design called small attack ship and increased the minimum tonnage on the default attack ship. Now I face a mixture of ships that cause me problems. I still need the phased polaron beam to fight the large ships with shields, but I also need another weapon for the small ships with armor. Now instead of just massing against one ship until destroyed, I usually send my missiles after the armor ships and save the phased polaron for the shield ships.

I good mixture of armor and shields on every ship design would be the best option.
Reply With Quote
  #4  
Old March 21st, 2001, 02:14 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: Mod Packers - Research File Issues - EA & Toron

Raynor,
Your reading of the file is correct but your maths was done the wrong way

Entry X Planet Per Item:
Number of planets per each item in 10ths.
(20 = 2.0: We want 1 item for every 2 planets we have.)

Therefore;
(1 = 0.1: We want one item for every 0.1 planets we have.)
ie ten items per 1 planet....

Jourin,
I take your point. I guess I have been influenced in the past by the number of damaged AI ships I have had to fight that did have armour but had lost it in earlier battles, and by the fact that I play with Destroyers available at game start.
I guess the bottom line is that you really want to get both armour and shields as soon as possible...


[This message has been edited by God Emperor (edited 21 March 2001).]
Reply With Quote
  #5  
Old March 21st, 2001, 02:24 AM
Alpha Kodiak's Avatar

Alpha Kodiak Alpha Kodiak is offline
Captain
 
Join Date: Jan 2001
Location: Chandler, AZ, USA
Posts: 921
Thanks: 0
Thanked 0 Times in 0 Posts
Alpha Kodiak is on a distinguished road
Default Re: Mod Packers - Research File Issues - EA & Toron

I must be missing something on troop weapons. I never research them. The Ground Cannon III has damage of 20 20. The small DUC III has damage of 15 15. The DUC has applications on fighters (and the tech has probably already been researched anyway), while the ground cannon is only useful for troops. Why spend the research to get ground cannons, when the the DUC is nearly as effective and is useful in other ways? In my style of play, the only time troops are used is when I already have a race against the ropes and I can bring in an overwhelming force of troops armed with DUCs and small rocket pods, and they have no difficulty wasting the resistance that can be mustered by the local militia.
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)

Ursoids of the Galaxy, unite!
Reply With Quote
  #6  
Old March 21st, 2001, 02:48 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: Mod Packers - Research File Issues - EA & Toron

Alpha Kodiak,
I agree with you. I hardly ever research Troop Weapons myself, and Troops only late in the game. I am working on Klingon and Romulan race files so I'll make sure that I dont bother with Troop Weapons...
Thanks for the reminder,
God Emperor

PS: I have been toying around with allowing Lvl 1 Troops (or a weakened Version) available at game start with subsequent research costs bumped up. Any thoughts?

[This message has been edited by God Emperor (edited 21 March 2001).]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:24 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.