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  #11  
Old November 29th, 2003, 07:10 AM
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Default Re: Planetary Assault Mod

all fine for small colonies and domes, with the one shot one pop kill. I like the porportions method of having shield generation for large distributed planetary facilities - homeworlds are basically immune to early game weapons, and you could combine something like this with your planetary assault mod.. of course, seekers become a problem with cultural centers, so its a trade off there.
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  #12  
Old December 1st, 2003, 01:16 AM

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Default Re: Planetary Assault Mod

I like Proportions, too. I think Proportions is a major departure from the original game, and I was trying to stick closer to unmodded (at least for this mod. Rather than making planets more powerful, I want to make it necessary to bring along specialized ships to take care of planets. For a planetary attack to be effective you'd have to bring troopships or planetary weapons ships. I also wanted to avoid the massive problem of conquering a Proportions homeworld.

As for the AI, I haven't run any long tests yet. I was mostly just checking for errors and bugs.
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  #13  
Old December 5th, 2003, 01:22 AM

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Default Re: Planetary Assault Mod

Initial testing shows the AI attacking planets and causing 0% damage. Haven't seen any troop building yet. I'm wondering how to make the AI not attack when it doesn't have the weapons/troops to do anything to a planet, or to at least try blockading for some time. The hit and run attacks won't work. Any suggestions?
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  #14  
Old December 5th, 2003, 03:19 AM
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Default Re: Planetary Assault Mod

Have them include more Planetary Napalm on their ship designs, and research at least level 2 much earlier.

Oh, and make level 1 Napalm have a range of 2. There is a bug in that range 1 weapons can not hit planets from some sides...
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  #15  
Old December 10th, 2003, 06:05 AM

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Default Re: Planetary Assault Mod

I removed planetary napalm entirely from the game. I don't want the ships to attack the planet at all. They still do, but can't do any damage. Irritating, but I can't see how to get around it without changing the whole concept of the mod.

I'm testing a new Version that gives small troop and small fighter from the very beginning. I noticed the AI building troops, though I haven't had them trying to take planets. The AI is also having trouble differentiating anti-fighter fighters and anti-ship fighters. I was considering adding a point defense I at the beginning just to have the AI better able to combat fighters. Still testing.

I've been trying to use the TDM AIs but I keep getting errors having to do with default fleets. Anyone know how to fix this?

I may have to try tweaking AIs later on. I have no idea where to begin. Is there any sort of primer or tutorial on AI tweaking?
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  #16  
Old December 10th, 2003, 09:03 AM
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Default Re: Planetary Assault Mod

TDM has a modified Formations file, which causes errors when trying to use a few of the AIs elsewhere. I suggest that you incorporate the Ultimate Strategies Mod into your mod, which has all of the TDM formations, and all of those found in other mods. It also has tons of customized fleet strategies.
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  #17  
Old December 11th, 2003, 04:51 PM

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Default Re: Planetary Assault Mod

I'm running a game with the TDM AI's and the Jraenar are kicking some serious tail. The current build has small troop, small fighter,a nd a basic point-defense cannon for everyone at the start. I haven't seen any fighters yet, and I think the division between anti-ship and anti-fighters is going to be a problem for the AI. The AI has been building troops, but only defensively; I haven't seen any planetary assaults yet. Sigh.

Removing planets as targets has created two effects I've noticed.

1)Empires can spread better because their isolated colonies can't get wiped out very easily
2)I've seen many more instances of two empires with colonies in the same system. This ups the conflict a little more, I think.
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