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May 26th, 2002, 07:06 PM
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First Lieutenant
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Join Date: Oct 2000
Location: San Diego, CA, USA
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Re: Formations, Strategies, Etc. -- The ***** List
Quote:
Well, to be immodestly, in my AI testing I found many things that need/ed fixing and many of "my" suggestions even made it into patches (for example the AI_unit.txt).
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Tell us more about this AI_unit.txt file, please.
I looked in the /Data and /AI folders, and didn't see it, nor did I see any mention of it in the readme.txt or history.txt files....
My current patch Version is 1.49
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May 26th, 2002, 07:39 PM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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Re: Formations, Strategies, Etc. -- The ***** List
Quote:
Originally posted by Possum:
quote:
Well, to be immodestly, in my AI testing I found many things that need/ed fixing and many of "my" suggestions even made it into patches (for example the AI_unit.txt).
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Tell us more about this AI_unit.txt file, please.
I looked in the /Data and /AI folders, and didn't see it, nor did I see any mention of it in the readme.txt or history.txt files....
My current patch Version is 1.49 The AI_Unit file became a part of SEIV Gold, I believe with Version 1.67, though I could be wrong on the exact Version. It allows you to specify unit builds for different planet types after all facilities are built. It allows you make sure that you have some defences, as well as troop/fighter/drone production in outlying systems. There are a few hitches in it, though they are getting cleaned up. Originally, planets would try to keep building, even when there was no storage. The latest Beta Version seems to have cleared this up quite a bit.
[ May 26, 2002, 18:40: Message edited by: Alpha Kodiak ]
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May 26th, 2002, 08:10 PM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Formations, Strategies, Etc. -- The ***** List
hmm, so someone finaly complained about the strategies and formations.
In my opinion the problems with formations begin when you insert non-war ships (carrier, transport etc). I have found a single solution to avoid formation breaking and is realy effective. What you need is to put at least one weapon, preferably with ROF 1 to the ship (any) and then go to strategies and edit the strategy of the fleet (or better - make your own) to not break formation with the given type of ships.
Works fine, though i think that planet capturing does not work in that case.
Planet bombardament is more complex issue.
From what i know that there are 3 things that should be accomplished that ships will not fire on the planet:
1. The planet should not have WPs (look below)
2. There should be a trasport carrying troops
3. Attacking ships should be in a fleet with "capture planet" strategy (or any of your own variations)
Now there is one exception.
If the ships do not have transport in their fleet but have the orders to not fire on planets, they will not fire only if there are no WPs on the planet.
If there are, they will fire untill they are all gone. If then there is no transport to capture the planet, they will just glass it.
Im not sure how right is it all, but those are my own observations.
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May 27th, 2002, 01:52 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Formations, Strategies, Etc. -- The ***** List
Taera You should read the thread on Stupid combat.
I once lost a fleet due to the fact that the lead ship had no engines and the computer would not move the ships at all. So for 10 combat's the computer would come in and just destroy the flank ships. Combat would end and the ships would redeploy around this non engine ship and repeat.... I was not impressed to say the least.....
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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May 27th, 2002, 02:26 AM
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Sergeant
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Join Date: Feb 2001
Location: Colorado
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Re: Formations, Strategies, Etc. -- The ***** List
Just a question. It seems that when I get in fleet battles I kill them with few if any losses or they kill me with few or no losses. This seems to occure about 80% of the time. Are there multiple causes for this? Has anyone else noticed this situation?
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May 27th, 2002, 02:35 AM
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General
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Location: Canada
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Re: Formations, Strategies, Etc. -- The ***** List
Yea I have noticed that.
It seems to be all or nothing.
When you have the larger fleet battles then the results become more realistic.
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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May 27th, 2002, 02:41 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Formations, Strategies, Etc. -- The ***** List
Cause #1 is sequential, turn-based model of combat. One way or another, one opponent has a free turn to punch enemy and only survivied ships can fire back. Illustration: you and enemy have 10 identical ships that can kill say 5 ships in one round. Let's assume it is a warp-poit battle (ships are in range) and you fire first. 5 enemy ships are dead. 5 remain, fire on you and kill 2.5 (2 dead, 1 damaged) ships. Next turn, you finish enemy. Result: two _absolutely_ identical fleets, identical race bonuses, etc., but you kill them all with only 20% loses.
If only we could make it more or less simultaneous...
Ship initiative ala Moo2, anyone ?
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