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April 1st, 2001, 10:35 PM
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Sergeant
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Join Date: Dec 2000
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Re: Retreat Option
quote: Originally posted by suicide_junkie:
What you need is to remove the engine limitations, and use "engines per move" instead. That way, you could make an LC with 8 movement, 1 shield & a few "ExtendedRange Tractor Beams"
Actually I do use "Engines per Move", but it has one SERIOUS drawback... When the AI reads the lines "Mininum Speed & Desired Speed" in the AI_Design_Creation.txt file, it isn't actually looking at SPEED, but engines. Thus you must create seperate profiles for EACH hull size, which is needed for EACH race.... that's a lot of tinkering with the AI files, I'm still sorting out problems with it (In my mod you need one Engine per Move for every 33.33 tons of ship weigt (although I rounded down for Escorts)... but gave Engine Double movement, thus regardless of the Tonnage of ship... you must devote the same % of space to Engines to get the same movement.
I wrote MM to try to get them to alter the "Speed" lines in AI_Design_creation.txt to actually mean speed NOT engines (and that if changed, the "bonous movement" should not be figured into the calculation, it should just modify the desired speed.
[This message has been edited by Trachmyr (edited 01 April 2001).]
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April 2nd, 2001, 02:22 AM
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Colonel
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Join Date: Feb 2001
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Re: Retreat Option
SE3 had this in it wouldn't be EZ to put one in?
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April 2nd, 2001, 10:25 AM
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General
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Re: Retreat Option
I think an unlimited / much larger tactical map would be best. I hate the idea that a ship can get stuck in a corner. How many corners do you know of in deep space? The wrap around idea could work, and you could justify it as an expression of 3D rather than 2D space.
The thing I'd like to see in tactical combat is a "conclude combat peacefully" option. Sometimes I go in to soften up the opponent without destroying them. (Maybe I want to board / invade later on) I might take out the "disposable" enemy ships in the first few turns but then I have to press "End turn" 20 odd times because if you ask the computer to end combat it will obliterate everything it can.
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April 2nd, 2001, 12:22 PM
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Colonel
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Re: Retreat Option
I don't miss the retreat option.
In SE III it even annoyed me sometimes: To chase a colony ship for several turns until it had no more movement points left was not the most thrilling things to do. And in the end the final outcome was almost always the same as without retreat option.
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April 2nd, 2001, 11:44 PM
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Colonel
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Re: Retreat Option
Yup I hate it when the AI runs to a corner and then sets there, Even if the ship will out run Plasma missiles they run and DIE 
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April 3rd, 2001, 12:26 AM
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Lieutenant General
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Re: Retreat Option
quote: Originally posted by dogscoff:
I think an unlimited / much larger tactical map would be best. I hate the idea that a ship can get stuck in a corner. How many corners do you know of in deep space? The wrap around idea could work, and you could justify it as an expression of 3D rather than 2D space.
The thing I'd like to see in tactical combat is a "conclude combat peacefully" option. Sometimes I go in to soften up the opponent without destroying them. (Maybe I want to board / invade later on) I might take out the "disposable" enemy ships in the first few turns but then I have to press "End turn" 20 odd times because if you ask the computer to end combat it will obliterate everything it can.
screen wrap would be neat, but you would still need to increase the size, as your starting points would need to be closer to the middle so that people cant just jump to the other side of the map and be in point blank range when they start.
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April 3rd, 2001, 12:49 AM
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National Security Advisor
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Re: Retreat Option
Screen wrap would be cool for battles between a few ships, but can you imagine with fleets of 30 or 40 on both sides, and hundreds of fighters? Yikes. What a mess.
Anbody remember what "Asteroids" was like after you broke up a few big boulders and you had a bunch of little pebbles flying around in 360 different directions? Now multiply that times 100, cause half those pebbles area under your control, and half of them are shooting at your pebbles.
Even with it being turn based and not real time, that would get hairy real quick.
Of course that would be one way to even things up between the ai and humans in tactical combat.
Geo
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