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  #1  
Old February 22nd, 2003, 07:55 PM

JLS JLS is offline
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by Suicide Junkie:
In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important. In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...
Your right! opps, I’m on it, consider it done!

[ February 23, 2003, 17:45: Message edited by: JLS ]
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  #2  
Old February 22nd, 2003, 07:56 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: AI CAMPAIGN ; Released

I notice you have "Double Damage To Shields" as the damage type of the Antiproton beam.

Since it is antimatter, it interacts almost normally with energy fields, but will annihilate matter, such as armor or your hull.
With that in mind, I reccommend using "Quarter damage to shields" and pumping up the damage by 2 to 4 times.
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  #3  
Old February 22nd, 2003, 08:04 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: AI CAMPAIGN ; Released

IIRC, for the long range scanners, I believe an ability value of 1 allows you to only scan objects in the same sector as you, making it pretty wimpy, and making the description of "scans ships one sector away" a bit misleading.

Quantum reactors, and in fact supply storage of any sort is useless on satellites. Best not to clutter the sat design window with those components.

I am also curious as to why in the world so many components have cargo storage values close to 2, when they do not seem to relate in any way to cargo storage.
If you only want them to count as cargo for the design restrictions, you can set the amount to zero, and they will still work. You just need the cargo ability.

"Ability 1 Descr := Can launch and recover satellite Domes from space. One satellite Dome can be launched per game turn."
One satellite Dome per turn, or just one satellite?

[ February 22, 2003, 18:07: Message edited by: Suicide Junkie ]
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  #4  
Old February 22nd, 2003, 08:07 PM

JLS JLS is offline
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by Suicide Junkie:
I notice you have "Double Damage To Shields" as the damage type of the Antiproton beam.

Since it is antimatter, it interacts almost normally with energy fields, but will annihilate matter, such as armor or your hull.
With that in mind, I reccommend using "Quarter damage to shields" and pumping up the damage by 2 to 4 times.
You are referring to the Small Anti - Proton Beam for the fighters.

Thanks, I will give 'Quarter damage to shields' a test.
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Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #5  
Old February 22nd, 2003, 08:18 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: AI CAMPAIGN ; Released

Sorting your components by type in components.txt would be nice as well; you've currently got WP armor at the top of the file, and AFV armor at the bottom.
That makes the location of armor in the design screen inconsistent between vehicle types.

If you arrange things so that components are always in the same order between bases, ships, troops, etc it makes designing things easier and faster. Placing similar categories together can't hurt either, such as shields being placed right beside the armor.

RE: Ionic Shield Generators.
Regular shields provide protection against engine destroying weapons as of the latest patch, so these aren't really required anymore. They could be abused as armor components, given their huge hitpoints and low cost.

Re: Small arms troop weapons.
They all have incorrect accuracy modifiers, not just the first one.

Re: Heavy weapons (troops).
They have the accuracy ability descriptions accurate, but fail to mention the accuracy bonus for just that component.
IE: Weapon Modifier := 20

[ February 22, 2003, 18:24: Message edited by: Suicide Junkie ]
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  #6  
Old February 23rd, 2003, 05:55 AM
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by JLS:
quote:
Originally posted by Suicide Junkie:
I notice you have "Double Damage To Shields" as the damage type of the Antiproton beam.

Since it is antimatter, it interacts almost normally with energy fields, but will annihilate matter, such as armor or your hull.
With that in mind, I reccommend using "Quarter damage to shields" and pumping up the damage by 2 to 4 times.
You are referring to the Small Anti - Proton Beam for the fighters.

Thanks, I will give 'Quarter damage to shields' a test.

I think 4X damage to shields should remain a unique feature of Temoral Tech !!
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Old February 23rd, 2003, 05:59 AM
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Default Re: AI CAMPAIGN ; Released

Are you sure Gestation vats work as you intended ?
30% bonus to GV 3 does _not_ increase reproduction by 30%, it gives reproduction rate of 30%. Thus if you have normal reproduction on your homeworld of 15%, with GV3 it will become 45% New homeworld in few years !!!

[ February 23, 2003, 04:00: Message edited by: oleg ]
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