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  #1  
Old March 21st, 2001, 01:57 AM
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raynor raynor is offline
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Default Re: Mod Packers - Research File Issues - EA & Toron

The comments at the top of Default_AI_Construction_Vehicles.Txt file say:

Entry X Planet Per Item:
Number of planets per each item in 10ths.
(20 = 2.0: We want 1 item for every 2 planets we have.)

Wouldn't that mean that planets per item := 1 means only one weapon platform for every 1/10 a planet equals build one weapon platform for every 10 planets?

Thanks for any help. I don't have any experience or opinion on this. I'm just going by what I read at the top of the file.

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  #2  
Old March 21st, 2001, 02:01 AM

Jourin Jourin is offline
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Default Re: Mod Packers - Research File Issues - EA & Toron

God Emperor, I agree with some of your statements. If you research troops, you should always research Troop weapons 3. I have added that to all the AI research queques. The same is true for mines and explosive warheads. If you research mines you should always research explosive warheads 3 - I added that to the AIs research files.

Armor is a VERY good AI choice. Both Chemistry and Physics cost the same, but level 3 armor is cheaper than level three shields. Also is smaller ships, four armor can fit in the place of one shield generator.
Space is very critical on smaller vessels and 4x10 armor components are more flexible than 1 x 40 shield generator.

Since I normally research physics 2, get phased polaron beam 3 that skips shields I usually destroy all AI ships.

I have tied armor 3 to chemistry 1 and move that ahead in the AI research queques and then replaced armor in place of shields for a small attack ship design.

I added a new ship design called small attack ship and increased the minimum tonnage on the default attack ship. Now I face a mixture of ships that cause me problems. I still need the phased polaron beam to fight the large ships with shields, but I also need another weapon for the small ships with armor. Now instead of just massing against one ship until destroyed, I usually send my missiles after the armor ships and save the phased polaron for the shield ships.

I good mixture of armor and shields on every ship design would be the best option.
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  #3  
Old March 21st, 2001, 02:14 AM

God Emperor God Emperor is offline
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Default Re: Mod Packers - Research File Issues - EA & Toron

Raynor,
Your reading of the file is correct but your maths was done the wrong way

Entry X Planet Per Item:
Number of planets per each item in 10ths.
(20 = 2.0: We want 1 item for every 2 planets we have.)

Therefore;
(1 = 0.1: We want one item for every 0.1 planets we have.)
ie ten items per 1 planet....

Jourin,
I take your point. I guess I have been influenced in the past by the number of damaged AI ships I have had to fight that did have armour but had lost it in earlier battles, and by the fact that I play with Destroyers available at game start.
I guess the bottom line is that you really want to get both armour and shields as soon as possible...


[This message has been edited by God Emperor (edited 21 March 2001).]
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  #4  
Old March 21st, 2001, 02:24 AM
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Default Re: Mod Packers - Research File Issues - EA & Toron

I must be missing something on troop weapons. I never research them. The Ground Cannon III has damage of 20 20. The small DUC III has damage of 15 15. The DUC has applications on fighters (and the tech has probably already been researched anyway), while the ground cannon is only useful for troops. Why spend the research to get ground cannons, when the the DUC is nearly as effective and is useful in other ways? In my style of play, the only time troops are used is when I already have a race against the ropes and I can bring in an overwhelming force of troops armed with DUCs and small rocket pods, and they have no difficulty wasting the resistance that can be mustered by the local militia.
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  #5  
Old March 21st, 2001, 02:48 AM

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Default Re: Mod Packers - Research File Issues - EA & Toron

Alpha Kodiak,
I agree with you. I hardly ever research Troop Weapons myself, and Troops only late in the game. I am working on Klingon and Romulan race files so I'll make sure that I dont bother with Troop Weapons...
Thanks for the reminder,
God Emperor

PS: I have been toying around with allowing Lvl 1 Troops (or a weakened Version) available at game start with subsequent research costs bumped up. Any thoughts?

[This message has been edited by God Emperor (edited 21 March 2001).]
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  #6  
Old March 21st, 2001, 02:48 AM

Jourin Jourin is offline
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Default Re: Mod Packers - Research File Issues - EA & Toron

Alpha Kodiak, I agree with your assessment, but I am not sure if the AI does. I also want to improve the ground combat side because for me it is the biggest disappointment in the game. If I can get the AI to build troops with decent weapons then that is an improvement.
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  #7  
Old March 21st, 2001, 03:06 AM

Marty Ward Marty Ward is offline
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Default Re: Mod Packers - Research File Issues - EA & Toron

I think if weapons platforms, sats and space ships are available at start then troops have probably been discovered by then too. They should be included at the start.
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