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August 6th, 2004, 03:04 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: PBW PvK Proportions Game #2
Nice PvK !
About the fighters: Just increase the hull cost by a few minerals or whatever, that will make it harder to mass them !
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August 6th, 2004, 06:04 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: PBW PvK Proportions Game #2
I'm aware of the fighter issue, and have something in the works, but it's not done yet. I figure it would be best to get it in before starting, so it may be Monday before it's ready, as I have other tasks I need to do today and this weekend.
I more or less agree with your comments on the fighters in 2.5. They are too good too early, meaning fleets should bring interceptors with them, etc. It worked sort of on a World War II or modern naval air analogy (or Star Wars, or Battlestar Galactica, or...), but that does mean mostly requiring fighters to deal with other fighters.
My current approach is to slash the combat modifiers they start with, and move the availability of higher-powered weapons to higher tech levels. So the first fighters you can get are more like armed shuttlecraft, - auxiliary weapons that can help but that can also be dealt with by ships. The higher tech levels will still be quite strong, but by those tech levels, ships have better combat mods and defenses available too, and the higher-tech fighter components will also cost more. Also, since there will be a greater change in performance with technology, amassing fighters during periods of peace should be less effective, since the older fighters should be outmatched by newer models. That's the theory - I think I can come close to pulling it off, but it will take some effort.
I'm already doing the fighter/bomber split - I'm not sure what the torpedo bomber distinction would be, unless you mean planet-only or planet/ship weapons opposed to ship-only weapons. That's already in there.
PvK
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August 6th, 2004, 08:33 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: PBW PvK Proportions Game #2
More testing on planet happiness ability:
I built a faciltiy with -20 planet happiness. The planet quickly dropped to angry mood, never below. Then I built one with +10, nothing changed for 10 turns of waiting. I built a second +10, nothing changed very fast. Then I built a third +10, and the mood increased quickly.
This confirms that facilities with the planet happiness ability stack with each other. You can build two of the same facility for double the effect. A negative facility and a positive facility add together, not one replaces the other.
Note that for the system happiness ability, only the best ability in the system is used.
[ August 06, 2004, 19:48: Message edited by: Imperator Fyron ]
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August 6th, 2004, 09:32 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: PBW PvK Proportions Game #2
Amazing! I was just thinking about exactly what you just researched, like one minute before I got to your post!
That's very very useful - thanks!
PvK
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August 7th, 2004, 08:34 AM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: PBW PvK Proportions Game #2
Minor question: I just thought about uploading my empire file, but then i remembered that the changelog shows a increase/decrease of racial point cost for certain abilities. So i cant really upload my empire file until the patch is ready, yes ?
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August 7th, 2004, 09:18 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: PBW PvK Proportions Game #2
You cannot indeed, unless you are willing to do the maths yourself and check whether your Empire will be valid after the next patch. It is only when PvK will add our Empire files that they will be checked against his Version, and Empires having used too many points will not work.
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August 7th, 2004, 08:05 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: PBW PvK Proportions Game #2
just what i thought.
PvK, hurry 
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August 15th, 2004, 03:26 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: PBW PvK Proportions Game #2
Again, very good to know! Thanks!
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