.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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #21  
Old February 22nd, 2006, 01:24 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

Thanks for feedback, all.

@parabolize: the AI is actually doing a good job using all kinds of different components and facilities (well, the updated ones anyway). Using different kinds of armor isn't very hard to do, like you said, you just have use the correct abilities. Most races use 3 or 4 (sometimes up to 5) kinds of armor. The Xiati, for example, use steath, scatter, emissive, normal and ablative armor, and later also the hardenered shield generators (which replace the normal armor and/or ablative armor).

Mineral Scanners etc are also built, but I agree it is a rare thing and doesn't happen until the late game. I usually have high levels of resource extraction very far down the research list. And then the AI has to find a suitable planet, too. But it's a good idea, I will add that to my notes to make an AI that focusses more on resources and less on military and see how that turns out.

Cargo facilities are kind of wasted slots IMO. There is very little a modder can do to actually build units where the actual cargo space is available. Overall the locations for AI contruction is pretty erratic. Besides, domed worlds have had their cargo space doubled (in version 1.60 or 1.70) to mitigate some of the AI (and perhaps player) cargo woes.

Giving the AI tech that humans cannot have (AI only tech) is a big no-no for me. Besides from cluttering up the racial traits, I just don't like the AI to cheat (well, besides the AI bonus to make up for general AI inefficiency). But I agree that Sensors and ECM can be a problem, if you look at the stuff that is being done right now, you will see that I am tweaking a lot with to-hit chances.

@CaptainKwok: All training facilities (for humans and AI) are system wide in DevnullMod Gold. Again, I am not going to give the AI any tech that humans cannot get.


oh, and to prove that I am indeed making progress. Here is some more news:
* Battle Cruisers get a +10% to hit
* removed level 4 for Base Construction and lowered the requirements to get the Barge hull
* made large fighters a bit harder to hit
* added +1 innate combat movement to interceptor (medium fighter)
* added Afterburners IV component
* added Broadsides Mount for ships 600+
* raised damage for Depleted Uranium Cannon, but gave it 1/2 damage to shields
* added maintenance reduction to Barge
* reduced the minus to-hit for DN mount from -20 to -10 (for now)

and finally... duh!!! This is so obvious and mitigates such a great AI woe.. I cannot believe I didn't think of this years ago:
* added +15% Defense Bonus to Cloaking Device and gave it the same family number as Steath Armor to prevent stacking
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
 

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 10:41 PM.


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