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March 2nd, 2006, 02:40 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Carrier Battles Mod
Since your mod has its own pictures/game/dialogs folder, you'll need to add a startmenu.bmp file (736x536, but can be narrower).
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March 2nd, 2006, 07:31 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Carrier Battles Mod
Thank you for your kindness, but 'amazing feat' and 'scary good'? Let's just hold our horses for now =).
This is just a 4-day hack to get the ball rolling. I am sure there are many ways to improvement. I have only just recently (last week) found out about CB mod, so I am a total noob to the mechanics and since there was no AI for target practice, I decided to whip up something real quick. So credit goes to all, who advised me what to build =).
This is still step 1 of making the CB mod AI and is a work in progress. So if you have any suggestions for improvement, kindly post them here. We are looking for odd behavior concerning strategies, flaws in designs, and general good old bugginess.
Here are a few hints to playing with/testing the AI:
I'd recommend a low tech, one planet start, with no or low AI bonus, and low or medium random AIs + (optional) Neutrals. The AI script does not include the full tech tree and all design sizes, yet, but should be good for about 150 turns or so. .emp files don't exsist, so you have your races added randomly. The Phong.emps that are in the /empires folder are leftover from development and should _not_ be used, since they contain a faulty strategy.
That's all I can think off for now. I am going to be away for 10 days, leaving tomorrow, and looking forward to your suggestions, bug reports, and after action reports. So can implement them when I get back and continue to improve the AI. Top of the list is getting research and designs done for the full tech tree, of course. Have fun! =)
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March 5th, 2006, 12:38 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
Well, here's the first report:
- Medium tech start. No bonus.
- about 25 turns in.
Ukra Tal Heavy Fighter
Design: - Cockpit with extension
- Speed 3 engine
- Level 2 Shield
- Level 3 Supply Pod x5
- Level 3 Maser (20mm) x3
- Level 6 Light Kinetic Missile (external mount)
This fighter appears to be on point defense duty, as its missile would imply it should be.
However, the three 20mm lasers are bad design. One laser is all that is needed to kill light missiles, since the fighters stack up their shots. The lasers also drive the radioactives cost way way up, which is bad for build rate.
Supply amount is good; ~16 missile shots.
Fighter never gets close enough to use its lasers, and instead, retreats to maximum range of its missiles (since they have a reload rate of 1).
Reccommended;
1) Replace two lasers with one 20mm torpedo (or a 40mm DUC).
2) Set movement optimal or short.
Combat notes:
Ukra tal planet was recently colonized, and I sent a whole carrier against it. They didn't stand a chance, but their 4 laser attack fighters killed 1 of my 30 fighters, and I landed a couple troops.
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March 5th, 2006, 01:53 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Carrier Battles Mod
Possible high-level strategy issue:
Ukra tal have countered my invasion of their colony with a huge attack from the other side of the empire.
Three carriers and two destroyers.
However, the weapons being carried are 100% explosive missiles. An ungodly wave of missiles wiped out all my defenders, but the Ukra were unable to attack my colony itself.
I suppose I should expect a troop invasion soon.
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March 5th, 2006, 04:33 PM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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Re: Carrier Battles Mod
Quick note regarding Intel with AIs. In a low-tech start, one homeworld game, the Phong and Terrans researched Intel around turn 70. Only problem is, with such a low number of points, they began using the cheapest operations: Resource Gift. Not a very good op to use against your enemy, since it depletes your resources and gives it to the hated ones
I was getting used to the changes between 1.0 and 1.4 for that test game, so I don't have much to offer on AI strategies or designs; except I have noticed a general lack of repair and supply capacity in AI fleets. It's hard to do repair in CB, but the AIs could have saved a few fleets by having repair priorities set to Drive Reactors and Engine Ports (only) and having a small amount of repair capacity and a supply tanker or two. It's a lot easier to get a speed 5 fleet to safety than it is to get a speed 1 or speed 0 fleet to safety.
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March 5th, 2006, 04:44 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Carrier Battles Mod
There should be a tech area with the beneficial gifts and other positive items that the AI doesn't research, since it doesn't understand them.
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March 5th, 2006, 11:54 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
Yeah. That is definitely gonna be done.
Perhaps as a racial tech "Good Samaritans: Allows access to helpful intel projects"
The main problem with getting the AI repair ships as I understand it, is that it would use up one of the warship design types. And the AI can't really afford to lose one.
Putting one of the small, high tech repair bays onto larger carriers could be a good solution.
An interesting political setup has appeared in my game:
- The drushocka are offering treaties, while everybody else is getting quite grouchy.
Since the druk are Neutral culture that might make some sense. Although Traders and Pacifists are the ones that really benefit from treaties.
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