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June 30th, 2003, 01:28 AM
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Corporal
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Join Date: Apr 2003
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I've got well into a game with the new fix and discovered a weapon thats' off, at least I think so
Anti-Orbital Ion Cannons have target Security Stations only, is that what its supposed to be?
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June 29th, 2003, 04:38 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
There is no damage type that matches how ion cannons are supposed to work.
That was the better way to simulate Ion cannons when we first introduced them.
Give bridges and life support a small boarding defense ability so they are targeted by an only ss damage type. When those components are destroyed the ship is supposed to be 'disabled' but with minimun damage.
Now with some changes in the hardcoded rules of the game, perhaps the boarding defense ability should be moved to the supply holding components (that is reactors, SE4 engines, sup. storage)
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June 29th, 2003, 08:29 PM
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Private
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Join Date: May 2003
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
about the scaling mountss:
i like the idea, but the AI doesn't use them at all... puts quite a crimp on the AI when they can't even colonize...
is there anyway to get the AI to use these kind of mounts?
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June 29th, 2003, 09:13 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
AI will use the Last mount in the list that is available to be used on any component. So, it would appear that some reordering may be necessary.
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June 29th, 2003, 10:42 PM
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Private
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
hmmm.. it isn't the scaling mounts that are screwing the AI.. its the reactors... doesn't use em.. therefor no supply... and their ships go nowhere.... at least their colony/cargo ships dont... warships do...
the AI's have quantum reactors as the first misc ability listed in there designcreations...
looks like this should be supply storage... or Solar Supply Generation, as there are no quantum reactors for the SW sides...
[ June 29, 2003, 22:23: Message edited by: openair ]
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June 29th, 2003, 11:29 PM
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Captain
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Join Date: Oct 2002
Location: Brazil
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hello Texas Hawk, welcome to the forums. Your experience playing the Empire is similar to mine (although I haven't moved into the middle game yet). Just a clarification - if the fire control system is spread out between the gunnery stations then it is a distributed fire control system, not a centralized one.
The superlaser comment was mine BTW, not Fyron's.
Andres : I'd say that destroying supply-holding components is a better way to simulate ion cannon damage because it will completely disable its target.
See you all later, I want to get another War for the Stars entry done today (yes, this is a plug). 
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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June 30th, 2003, 12:22 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
We didn't get to optimize AI for this mod yet.
AIs should use the standard SE4 trait to work for the time being.
Scaling mounts are the only mount available for those components so they should be used, but someone should add reactors and optimize other additional components, as well as research.
Does anyone volunteer to mod the AI?
[ June 29, 2003, 23:27: Message edited by: Andres ]
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