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  #1  
Old January 30th, 2001, 09:17 PM

rdouglass rdouglass is offline
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Default Re: Space Combat - Observations and Questions (Aaron/Richard take note)

quote:
Originally posted by DirectorTsaarx:
And a side benefit of improving the AI is that strategic combat would be a better option; since strategic combat uses the AI routines for your own ships as well, any improvement to AI combat improves your own strategic combat...

Just in case no-one's pointed that out yet



IMO that would not be the case. Since you're both using the same AI files (in strategic combat), ship design, strategy (Max Range, Dont Get Hurt, etc), and formations are really the key factors.

However, I'm not that knowledgeable about modding. If the AI's use their own "Strategic Combat" files, then my argument holds no water....



[This message has been edited by rdouglass (edited 30 January 2001).]
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Old January 30th, 2001, 10:10 PM

Elwood Bluze Elwood Bluze is offline
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Default Re: Space Combat - Observations and Questions (Aaron/Richard take note)

I'd been wondering how the ranges worked. I thought that if you have a destroyer, fer instance, with CSM and Mesons, that it would fire the missiles, move in for meson fire and dart back out to fire missiles after they are reloaded. So that is not the case?

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  #3  
Old January 30th, 2001, 10:35 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Space Combat - Observations and Questions (Aaron/Richard take note)

rdouglass: let me clarify. I meant that if the AI combat style improves (not just ship design, etc.) to the point where it can hold its own against a player using tactical combat, players could rely more on strategic combat for themselves. There are times when we all have to play in tactical, because the computer doesn't make the same decisions we would and loses even with superior firepower. My personal pet peeves are leaving a carrier at the far side of a battle while it launches fighters for five or six combat turns. This strings the fighters out too much, giving PD cannon a better chance to take them out; if the carrier kept moving with the already-launched fighters, the Last fighters launched wouldn't be so far behind and the attack density is better. My other favorite is when my balanced missile ship/beam weapon fleet decides to blindly follow the leader, so I either end up with missile ships at beam weapon range or beam weapon ships at missile range (that Last one really cheesed me off when attacking a planet once - all my ships stayed at range 12 because the missile ship had been designated leader; not a single beam weapon ship had a chance to fire, and the missiles weren't enough to destroy the colony, so I had to attack again).

Now, I agree that when using strategic combat in fleet vs. fleet situations, the fleet with better ships/better formation/better choice of "strategy" SHOULD win. And this should hold true no matter how good or how bad the AI is at strategic combat, since it all uses the same strategy file. HOWEVER, I have seen superior fleets take unnecessary losses because of silly mistakes; other than the ones I've already mentioned, I've also watched my ships fire on an enemy ship loaded with planetary napalm (obviously, there was no planet in the sector, otherwise I'd WANT to get rid of the planetary assault ship), just because it appeared to be the "heaviest armed" or "biggest" ship (not certain which trigger it was) and left the slightly smaller ship loaded with Graviton Hellbore V's alone long enough for it to do damage. In tactical, I would have left the planetary napalm ship alone (since it couldn't do any damage to my ships) and focused on the Hellbore ship. When the computer is smart enough to do this for me, I'll be much more likely to use strategic combat. Even if it means the AI is better at strategic combat too. Heck, given the fact that I occasionally miscalculate range or lose track of a fighter group or two, the computer may even end up doing a BETTER job, since it never miscalculates or loses track of a ship just because it's outside the "combat window". It would also be nice if "Don't Get Hurt" wasn't interpreted to mean "run to the nearest corner and wait for the enemy to surround you and beat you into flaming pieces of debris". Again, even if meant I had to chase the AI's colony ships all over the map too.

Oh - I've also had my OWN planetary napalm ship destroyed in fleet engagements because it didn't want to break formation and hide in a corner with the supply ship. At least the supply ship is allowed to break formation and hide...
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Old January 30th, 2001, 10:47 PM

rdouglass rdouglass is offline
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Default Re: Space Combat - Observations and Questions (Aaron/Richard take note)

DirectorTsaarx, That definitely clarifies the issue and I agree with your arguments completely. I too experience the same problems with S Combat and wish that was improved significantly. However, I currently use strategic combat almost all the time since I can generally "whoopa$$" on the Ai in tactical 'cause the AI is weak (and all the reasons you mentioned below). It makes for more challenging games and requires more though with the ship design, formation, etc.

Good post and good topic!!!
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  #5  
Old January 30th, 2001, 10:54 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Space Combat - Observations and Questions (Aaron/Richard take note)

Yeah, at the moment I'm not worried about making the game more challenging - each of the top three empires have TWICE my score, and have stayed that way for the Last 50-100 turns. Of course, I've only met one of those three races, and even though we've been at war for the Last 50 turns, neither of us had bothered the other beyond the occasional skirmish in an unclaimed system. Now that I've finally eradicated my other major opponent, though, I expect things will change...
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Old January 31st, 2001, 12:38 AM

God Emperor God Emperor is offline
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Default Re: Space Combat - Observations and Questions (Aaron/Richard take note)

Thanks guys. Tampa_Gamer, I'll check out the mod pack but what threads are you referring too? I have read most but there are a lot posted now....

Also, just to clarify, I was not advocating arming the computer only with ships equipped with missiles and point defence, just that they have separate classes so that each type of ship (missile-PD, beam-PD) can operate more effectively. I do take the point though that the lack of control over the ratio of the two types of ship may lead to problems in some circumstances....
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Old February 1st, 2001, 02:07 AM
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Default Re: Space Combat - Observations and Questions (Aaron/Richard take note)

God Emporer-

The threads should be within the Last month. Do a "search" (upper right hand corner of page) and select this forum, within the Last month, with search terms of "ship" "design" and "ratio" - that should bring up some message threads with some good info.
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