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  #1  
Old June 5th, 2001, 04:28 PM

Oggy ben Doggy Oggy ben Doggy is offline
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Default Re: Tale of A Ship Idea That Failed

you can also click on the wpn to deselect it, fire the shield depleters, then reclick the group (which IIRC reslects all the wpns) It's kind of a pain.
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  #2  
Old June 5th, 2001, 04:52 PM
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Default Re: Tale of A Ship Idea That Failed

quote:
Originally posted by suicide_junkie:
Quote:
No matter what limit you set, once you can build enough minesweepers capable of removing all mines from any location there isn't much point in using mines at all.

Thats why I set the limit to 100,000
Does that limit of 100000 work?? I thought the limit of 5000 was hardcoded.
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Old June 5th, 2001, 04:58 PM
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Default Re: Tale of A Ship Idea That Failed

I just threw a stack of zeros on to the end of the limits in settings.txt, and I haven't run up against a limit yet.
I'm getting close to 5000 mines in space in one game, with over 1000 on each of my "backyard" wormholes, and hundreds scattered throughout my 2 colonized systems.
If I hit a limit I'll be sure to report it
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Old June 5th, 2001, 11:02 PM

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Default Re: Tale of A Ship Idea That Failed

quote:
Originally posted by Magnum357:
I'm sorry, but I think I have to disagree with you. I think how it is now is more realistic and provides better game balance. First, It think it is more realistic because in my opinion, a clocked ship with minewarefare equipment (whatever that might be) would probably require active Emissions of energy (or whatever scanners and sensors use) to detect mines in space so the Mine component can destroy the mine. If you activated your ships specialized scanner equipment while clocked, enemy ships would be able to detect you at long distance and would make the clock useless. Secondly, if ships with cloaks were able to use mines effectily, it would give cloaked ships more advantages then uncloaked. Why build uncloaked minewarefare ships. To unbalancing in my opinion.


I don't share your opinion on this one Magnum. I think the problem here is that it would be unbalancing if a human player could cloak and sweep, but the AI does not know to uncloak, sweep, and recloak. Regarding the technical issues I see no reason why the sensor suite for detecting mines should be active rather than passive. For that matter a narrow beam active sensor like a LIDAR would be pretty hard to detect via ESM at range. I just see this as a way to make up for a handicap in the AI's operational procedures.
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