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  #11  
Old November 9th, 2003, 10:01 PM

spoon spoon is offline
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Default Re: Share your opinions

Quote:
quote:
General concensus is that cap ship missiles are already too weak after the early game. I suggest beefing them up rather than toning them down. Depends greatly, of course, on what you do the Point Defense Cannons, if anything.
That's the point. There is just no other better weapon until PD. I base myself in films and novels, where missiles are only used in close range against unprotected targets. Without CSM, we have more options with DUC, Energy Stream Weapons, Phased cannons, etc. Also, Torpedo weapons are now a decent option until later stages.
In any case I'll look into it, maybe faster and shorter in range makes it better overall.

I like the idea of changing them into short-range weapons. Still, if you want them to Last as a choice beyond turn 20, you'd have to make them stronger, not weaker. Maybe you can accomplish what you want by making them weaker at the early tech levels, but then extend the amount of research you can put into them, to make them an option in the mid-late game.

Quote:
quote:
Same here as with cap ships. Fighters are (mostly) inneffective except as a surprise tactic.
Hmm, I have beaten some games with a swarm of it, and thought it was too cheap a tactic. :shrug:

Was that against the AI, or other humans? The ai is notoriously easy to surprise...heh.
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  #12  
Old November 10th, 2003, 01:52 PM

Admiral Wunderbar Admiral Wunderbar is offline
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Default Re: Share your opinions

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Originally posted by Imperator Fyron:
quote:
Telekinetic Projector removed
Why? What was wrong with that weapon?

I'd give Organic Manipulation its weapons back... they are not really more powerful than normal weapons, and take a huge amount of research to get.

It's related to the new focus each tech has.
Psy = insidious and subtle. So they get happiness improvement, ship/fleet training, enhanced intel points generation, subvertion technics. It just doesn't fit in direct damage.
Organic = reproduction, and by consequence faster empire spawning. So replication centers are more important now, and you need less research to get it.
Temporal = speed and event predicton. That's why they have techs to improve ship speed, construction speed, and better combat sensors -> they predict where the target will be.
Crystalline = armor and cannons. This one, and only this one, can make ships that dishes out more damage and can sustain it. At least throught low-mid levels.
I avoid giving a bit of other areas to each to maintain it's uniqueness, seems to add more flavor to each race and gameplay. Also your choices are more important, they have more impact on your empire.
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  #13  
Old November 10th, 2003, 06:36 PM
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Ed Kolis Ed Kolis is offline
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Default Re: Share your opinions

Sometime around the end of the year, if all goes well.
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  #14  
Old November 10th, 2003, 07:28 PM

SpaceBadger SpaceBadger is offline
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Default Re: Share your opinions

I guess Supply Generation (ala Resupply Depot facility) is another ability that currently won't work on components. I tried awhile back to make a Base Resupply component for Bases, and never could get it to work. Maybe this is why?

Here it is, in case I have just done something wrong in it that one of y'all knows how to fix:


Name := Base Resupply Depot
Description := Spinoff development of the quantum reactor technology, allowing a Base to provide unlimited resupply to ships in the same sector, similar to a planetary Resupply facility.
Pic Num := 37
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 4000
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Supply
Family := 1025
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Resupply
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Supply Generation
Ability 1 Descr := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None


Rationale: This is the same Resupply tech level that allows one to build the Quantum Reactor, so it seemed to me that also should give the tech to make a Resupply Depot that will fit on a Base - to resupply those ships that are not fitted with Quantum Reactors. Size was based on 5 * QR size, and cost I think I based from Resupply Depot cost, at slight discount because of the cost and construction time already involved in building the Base that will hold this component.

Would be nice to get this working, but not a big deal - in alternative, I just try to keep at least one QR-equipped ship in fleet with any older ships that are still around, to keep them supplied.

SpaceBadger
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  #15  
Old November 10th, 2003, 07:45 PM
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geoschmo geoschmo is offline
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Default Re: Share your opinions

No, you didn't do anything wrong. That ability simply has no effect for ships or bases. Only facilities.
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  #16  
Old November 10th, 2003, 10:03 PM

rdouglass rdouglass is offline
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Default Re: Share your opinions

One problem with making bases into resupply depots is that you can no longer fleet them. I used to use 'em as remote resupply centers - hide one in a storm deep in remote territory, put it into your fleet for 1 turn, fleet filled up and go next turn.

That was a major thing IMO for my tactical 'flavor'....
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  #17  
Old November 10th, 2003, 10:08 PM

Phoenix-D Phoenix-D is offline
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Default Re: Share your opinions

Quote:
Originally posted by rdouglass:
One problem with making bases into resupply depots is that you can no longer fleet them. I used to use 'em as remote resupply centers - hide one in a storm deep in remote territory, put it into your fleet for 1 turn, fleet filled up and go next turn.

That was a major thing IMO for my tactical 'flavor'....
It isn't difficult to undo that change, just a one-line entry in settings.txt.
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  #18  
Old November 11th, 2003, 02:26 AM
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Default Re: Share your opinions

Quote:
Originally posted by Alneyan:
I did try a similar component. Didn't work, either resource generation or research generation. I believe the game doesn't allow for resource production in deep space, you do need a planet or asteroid of some sort, even in the case of remote-mining. I am afraid other failed to make such a component work as well.
Resource and Intelligence point generation does not work on components...yet...this is an item I (and others) have submitted to Malfador and should make it in the final patch - so you might want to hold on to those entries for the time being.
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  #19  
Old November 11th, 2003, 02:55 AM

Admiral Wunderbar Admiral Wunderbar is offline
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Default Re: Share your opinions

Quote:
Originally posted by Captain Kwok:
Resource and Intelligence point generation does not work on components...yet...this is an item I (and others) have submitted to Malfador and should make it in the final patch - so you might want to hold on to those entries for the time being.
Hurrah!
Any idea about the ETA?
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  #20  
Old November 11th, 2003, 06:51 PM

SpaceBadger SpaceBadger is offline
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Default Re: Share your opinions

Quote:
Originally posted by rdouglass:
One problem with making bases into resupply depots is that you can no longer fleet them. I used to use 'em as remote resupply centers - hide one in a storm deep in remote territory, put it into your fleet for 1 turn, fleet filled up and go next turn.
If this component had worked as intended, you wouldn't need to fleet up with the base, just pass over it the way you would a regular planetary depot. Maybe in SEV...

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