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January 13th, 2002, 06:57 PM
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Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)
I've started getting used to the damage now, it doesn't really matter that much anyway.
The armor is great stuff, i like the organic armor better (the sludge stuff, or is that some other racial?) it regenerates which is so much better than just having high hit points. I think that regeneration is a little high. It makes it almost impossible to kill someone with it as they can regen thier armor faster than you can kill it.
I think that the cloak is cool, i use it a ton, but there needs to be a way to detect it, maybe a large base and WP only device that can see lvl 5 cloaks and then give every racial one lvl 5 type and the normal ppl only a lvl 4 so that racial allows you better cloaking. for religious or physic you could have it called a S.E.P field (from Life the Universe and Everything, hitchhikers guide to the galaxy trilogy) Somebody Else's Problem renders things invisible due to you not caring about it and you can only see it if you are looking for it/know its there.
I played a full tech start just to see everything and i am using the religious thing to totally dominate becuase everything i fire hits the enemy. I think the problem was that one of my ships wasn't designed with a combat sensor so it had like -200% or something and then i used religion. I just never tried it before, its great now and ill probably take it in every game from now on.
I still don't agree with the nearly impossible to overcome to-hit odds. I think this is one area where the odds could be lowered and it would still be playable. Static defenses aren't as good as ships in real life anyway. Have you heard of the Maginot Line? Not as great as a massive army of tanks. And what if i get the AI to gift me one of its super good infinite resource worlds? then i am set for life. Better thana ringworld.
IIRC i have seen AI's that can do troops and stellar manipulation (a little eratic but hey) at least we shoudl get the destroyers, the ai uses those, a little wierdly but at least it doesn't killit self as i once feared.
I just found the Warp gate tech, cool.
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January 13th, 2002, 09:30 PM
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National Security Advisor
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Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)
"Static defenses aren't as good as ships in real life anyway. Have you heard of the Maginot Line? Not as great as a massive army of tanks."
Uh, I dunno. It was good enough to prompt the German army to go AROUND it.
That's the main disadvantage of static defenses- they don't move.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 13th, 2002, 11:24 PM
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Second Lieutenant
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Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)
my point
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January 13th, 2002, 11:50 PM
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Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)
Right.. but static defenses, where you can't go around them or otherwise exploit their immobility, tend to be pretty nasty customers.
Tangent:
"Retrofit Max Percent Difference in Cost := 10000"
Ran into this line from settings.txt..not sure this is a good idea unless you want to drasticlly shorten build times from the human player. This could let you build an empty ship, then retrofit it to an attack or even stellar manipulation ship much faster than those ships would have been built on their own.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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January 13th, 2002, 11:59 PM
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Private
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Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)
Skulky: Thank you very much for the feedback. I'll strongly consider your suggestions in the next Version. I still have one question though -- Are you referring exclusively to Torps when you say "the nearly impossible to overcome to-hit odds?" I can see how the Torp bonuses might be a tad too high, but I'm not sure what I could do to improve Beams and Missiles. Also, do you have any suggestions for the Torp bonuses (assuming that this is your area of concern)?
Thanks again!
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January 14th, 2002, 12:27 AM
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Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)
Phoenix-D: Darn, I never considered your point. I set Retrofit Max Percent Difference in Cost to 10000 back in Version 1.7 of my mod because the AI doesn't retrofit often enough to avoid the original 50% limit. The biggest problem is with Bases which the AI upgrades every 10 turns or so. If the cost of upgrading a base exceeds Retrofit Max Percent Difference in Cost after 10 turns, then the AI will never upgrade the base! Unfortunately, I don't see any way to address your concern AND insure that the AI will always upgrade ships and bases. Personally, I think the best solution is to keep things the way they are so that AI bases don't become obsolete; human players will just have to refrain from building empty ships. I'd appreciate any other ideas 
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January 14th, 2002, 12:31 AM
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Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)
Well, the easiest/hardest solution is to play with the number until it's low enough to make it a little more difficult to abuse, but high enough so the AI will retrofit.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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