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May 21st, 2001, 05:05 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Tale of a Game - from a play test perspective
DirectorTsaarx,
Thanks for the comments - particularly about boarding. I may need to hold off of shields for the Borg then - they will probably be ok without them due to the self repair systems that their ships possess. Only threat will be from races using armour piercing weapons such as the crystalline races and those using Null Space Weapons.
Regards,
GE
[This message has been edited by God Emperor (edited 21 May 2001).]
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May 21st, 2001, 10:48 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: Tale of a Game - from a play test perspective
GE:
Just wanted to tell you that I am really enjoying this running story of the game unfolding. (And yes, I am paying attention to how the Rage are behaving - so far so good, it would seem.) It is very useful to get these perspectives on the various AI's so that I can improve both the Rage and future projects.
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Ursoids of the Galaxy, unite!
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May 22nd, 2001, 12:45 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Tale of a Game - from a play test perspective
Alpha Kodiak,
Was hoping people might fight it interesting/useful. Am impressed with your work on the Rage - good expansion rate and good weapons selections. They aint no bunnies.
Up to turn 72 now, will report on turn 80, or before if something significant happens.
Turns are taking increasingly longer to complete (including the AI). Can now go to toilet, grab a drink and wash some dishes before the AI completes all 16 race turns. My wife is happy to see me out of the computer room though!
My poor old P233MMX is overdue for an upgrade - did upgrade it from 32 to 64 Mb of RAM which seemed to make a significant difference.
Anyway, enough of my ramblings, and back to the game!
Regards,
GE
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May 22nd, 2001, 01:29 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: Tale of a Game - from a play test perspective
GE - this thread is a great ideal. I am taking notes on what I need to change with the "crappy" Piundon ships, I am curious though - do they have the tech and are not using it or are they seriously lacking research points? On another note, I have not seen anything positive about the Darlok in awhile, so I am glad to see them survive in a game.
[This message has been edited by Tampa_Gamer (edited 22 May 2001).]
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May 22nd, 2001, 01:52 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
Posts: 464
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Re: Tale of a Game - from a play test perspective
Tampa_gamer,
Apologies if my language got a bit too harsh on the Piundon (in a sense my wording reflected my relief that the 23 ships I had engaged were not from the Rage, Klingons, Abbidon etc).
Will do an in depth check on them later tonight and post any useful observations.
Regards,
GE
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May 22nd, 2001, 03:34 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Tale of a Game - from a play test perspective
Piundon review:
At turn 67, the latest Piundon ships are as follows:
Destroyers with Shard Cannon III or Crystalline Torpedo III, Crystalline Armour I and Contra Terrene Engines.
The best ships that I have engaged to date had Shard Cannon I's or Crystalline Torpedo I's.
Piundon have just discovered Physics but Shields are of course 4th in their research queue.
The lack of Shields is what has made the Piundon ships so easy to defeat.
Piundon only have 3 Research colonies, 1 Intelligence compound, 1 Military Inst, 1 Construction Yard and 1 forced Mining Colony. They have 9 regular Mining colonies, 3 Refining colonies and 1 Organics colony.
An observation is that the Military Inst, Construction Yards, and Intelligence compounds have built Miners.
I would suggest that the Miners should be replaced in the Construction_Facilities file by Research Compounds and Intelligence compounds as follows:
Facility x Ability := Point Generation - Intelligence
Facility x Amount := 30
Facility y Ability := Point Generation - Research
Facility y Amount := 30
This will ensure that if you have Applied Intelligence you will build Intelligence compounds and if you dont, you will build Research Compounds instead.
As it is, the colonies are building Miners on planets with poor Mineral content and do not have enough Research Compounds.
This is the approach I took with my Klingons, Romulans etc....
[This message has been edited by God Emperor (edited 22 May 2001).]
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May 22nd, 2001, 03:43 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Tale of a Game - from a play test perspective
Xi Chung review:
Xi Chung are suffering from a very slow expansion rate. They have few colonies and no Research Compounds.
This problem is largely is attributable to their Construction_Vehicles file which doesnt promote Coloniser production and which promotes ship production;
AI State := Exploration
Num Queue Entries := 9
Entry 1 Type := Colonizer
Entry 1 Planet Per Item := 40
Entry 1 Must Have At Least := 1
Entry 2 Type := Attack Ship
Entry 2 Planet Per Item := 40
Entry 2 Must Have At Least := 2
Entry 3 Type := Base Space Yard
Entry 3 Planet Per Item := 80
Entry 3 Must Have At Least := 2
Entry 4 Type := Population Transport
Entry 4 Planet Per Item := 200
Entry 4 Must Have At Least := 1
Entry 5 Type := Defense Ship
Entry 5 Planet Per Item := 60
Entry 5 Must Have At Least := 1
Entry 6 Type := Recon Satellite
Entry 6 Planet Per Item := 50
Entry 6 Must Have At Least := 0
Entry 7 Type := Troop
Entry 7 Planet Per Item := 1
Entry 7 Must Have At Least := 100
Entry 8 Type := Base Space Yard
Entry 8 Planet Per Item := 30
Entry 8 Must Have At Least := 2
Entry 9 Type := Attack Ship
Entry 9 Planet Per Item := 2
Entry 9 Must Have At Least := 4
I suggest that at the very least, another Coloniser line 30:2 should be inserted prior to Entry 9.
Xi Chung currently have two forced Mining colonies (triggered by maintenance exceeding production).
Due to their slow growth rate, it is difficult to draw any further conclusions.
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