|
|
|
 |

November 28th, 2003, 04:27 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Planetary Assault Mod
The problem with that is that every shot will kill at least one population, regardless of how high the setting is. So colony might take a second combat round to finish off, but that is it.  That, and I don't think that setting modifies how much damage it takes to kill facilities.
|

November 28th, 2003, 07:04 AM
|
Corporal
|
|
Join Date: Aug 2003
Posts: 144
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Planetary Assault Mod
Quote:
Originally posted by Imperator Fyron:
The problem with that is that every shot will kill at least one population, regardless of how high the setting is. So colony might take a second combat round to finish off, but that is it.
|
Ah, did not know that. Bummer.
Quote:
That, and I don't think that setting modifies how much damage it takes to kill facilities.
|
Yeah, to make it work you'd also need to go through the facilities data files and make them all tougher - but the "1 shot kills 1 pop" thing you mentioned above pretty much ruins that idea anyway.
SpaceBadger
|

November 29th, 2003, 07:10 AM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Planetary Assault Mod
all fine for small colonies and domes, with the one shot one pop kill. I like the porportions method of having shield generation for large distributed planetary facilities - homeworlds are basically immune to early game weapons, and you could combine something like this with your planetary assault mod.. of course, seekers become a problem with cultural centers, so its a trade off there.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

December 1st, 2003, 01:16 AM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Planetary Assault Mod
I like Proportions, too. I think Proportions is a major departure from the original game, and I was trying to stick closer to unmodded (at least for this mod. Rather than making planets more powerful, I want to make it necessary to bring along specialized ships to take care of planets. For a planetary attack to be effective you'd have to bring troopships or planetary weapons ships. I also wanted to avoid the massive problem of conquering a Proportions homeworld.
As for the AI, I haven't run any long tests yet. I was mostly just checking for errors and bugs.
|

December 5th, 2003, 01:22 AM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Planetary Assault Mod
Initial testing shows the AI attacking planets and causing 0% damage. Haven't seen any troop building yet. I'm wondering how to make the AI not attack when it doesn't have the weapons/troops to do anything to a planet, or to at least try blockading for some time. The hit and run attacks won't work. Any suggestions?
|

December 5th, 2003, 03:19 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Planetary Assault Mod
Have them include more Planetary Napalm on their ship designs, and research at least level 2 much earlier.
Oh, and make level 1 Napalm have a range of 2. There is a bug in that range 1 weapons can not hit planets from some sides...
|

December 10th, 2003, 06:05 AM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Planetary Assault Mod
I removed planetary napalm entirely from the game. I don't want the ships to attack the planet at all. They still do, but can't do any damage. Irritating, but I can't see how to get around it without changing the whole concept of the mod.
I'm testing a new Version that gives small troop and small fighter from the very beginning. I noticed the AI building troops, though I haven't had them trying to take planets. The AI is also having trouble differentiating anti-fighter fighters and anti-ship fighters. I was considering adding a point defense I at the beginning just to have the AI better able to combat fighters. Still testing.
I've been trying to use the TDM AIs but I keep getting errors having to do with default fleets. Anyone know how to fix this?
I may have to try tweaking AIs later on. I have no idea where to begin. Is there any sort of primer or tutorial on AI tweaking?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|