|
|
|
 |

May 16th, 2001, 02:54 AM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
Having a great time with this mod, a real challenge and loads of fun!
My mistake on the heavy shield/low weapon ship, it was the Cue Cappa attack repair ship. Thought it was a normal attack ship.
The HE mount range modifier in the ComponentEnhancement file is -4 and the description reads -1. I assume the modifier should be -1.
You may want to check out the Super dreadnaught boarding ships, all races. They have about 20 boarding parties on them. Is that how they are supposed to be?
I still don't understand how the AI is putting two spaceyard components on their ships. I would love to be able to figure that one out.
[This message has been edited by Marty Ward (edited 16 May 2001).]
|

May 16th, 2001, 08:55 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
quote: Originally posted by Marty Ward:
Having a great time with this mod, a real challenge and loads of fun!
My mistake on the heavy shield/low weapon ship, it was the Cue Cappa attack repair ship. Thought it was a normal attack ship.
The HE mount range modifier in the ComponentEnhancement file is -4 and the description reads -1. I assume the modifier should be -1.
You may want to check out the Super dreadnaught boarding ships, all races. They have about 20 boarding parties on them. Is that how they are supposed to be?
I still don't understand how the AI is putting two spaceyard components on their ships. I would love to be able to figure that one out.
Glad you're having fun! So am I. I'm hard at work fixing all the balance problems though, especially with fighters =) The next mod should be out in a day or two and has totally reworked small weapons and how they interact with large ships. Fighters are now useful but not godlike..as they should be.
This next Version will mainly be a maintenance/bugfix Version intended to fix bugs and balance things. There's a few new things (new mounts), but mainly things are the same, just less buggy =)
BTW, the High Energy Focus Mount description is wrong. It should be -4 range. and 1250kT (not 1500 as the description says). oops.
I haven't seen any Superdreadnought boarding ships with 20 boarding parties. Sounds scary =) But it also sounds like a good challenge that the AI should be doing. Think about it this way. As a human player building a boarding ship, woulnd't YOU build a ship that had as many boarding parties as would fit? I would =) Efficient.
There is a definite bug in SE4, I've noticed where AI designs ignore the "One Per Vehicle" restriction. This is why AI ark ships still have 2 colony components (*SIGH*). Nonetheless, I forgot to put that restriction on shipyards in DevnullMod 1.3. This is fixed in Devnullmod 1.4. However, the AI will still ignore it until SE4 is fixed.
[This message has been edited by Devnullicus (edited 16 May 2001).]
|

May 16th, 2001, 09:09 PM
|
First Lieutenant
|
|
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
If you leave the HE modifier at -4 then some weapons will do no damage with the HE mount, their normal range is less than 4, Temporal Shifter for example. Some AI's use the HE Version of this as their main weapon, leaving the ship very under gunned.
Also I don't think a human player could even create a ship with two yard components on it, somehow you have overcome this restriction. I think that is great, just wish I knew how it happened!
[This message has been edited by Nitram Draw (edited 16 May 2001).]
[This message has been edited by Nitram Draw (edited 16 May 2001).]
|

May 16th, 2001, 09:22 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
quote: Originally posted by Bluecher:
Ok, I checked it again . In the design screen my fast courier has eight Q1 engines and one solarsail 2. Should move 13 , moves in reality 7 .
Ive attached the savegame, if you want to look into this. ( sno02.gam )
Geeez, that's REALLY bizarre. Looking at your save game, you're totally correct -- they only move 7. They have 8 engines (quant I) and a solar sail II. The design says it moves 13, but when built, it only moves 7.
I've looked at the data in the files (Components.txt) and it looks fine. I tried building this same design in my own game and it works fine (move 13). [Edit: ok, I put crew quarters on -- I'm used to that =) ]. I'm completely stumped. =( Looks like an se4 bug, maybe?? No idea.
[This message has been edited by Devnullicus (edited 16 May 2001).]
|

May 16th, 2001, 09:39 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
Ah, ok, problem solved. Sort of.
Apparently, the problem is the lack of crew quarters. Not sure why, but without crew quarters, the movement seems to be limited in fast couriers. I am looking into ways around this, but if I can't fix this, I guess I'll just have to require them to have crew quarters like all the other ships. Ah well. A good idea that SE4 shot down.
|

May 16th, 2001, 09:43 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Devnullmod
quote: I haven't seen any Superdreadnought boarding ships with 20 boarding parties. Sounds scary =) But it also sounds like a good challenge that the AI should be doing. Think about it this way. As a human player building a boarding ship, woulnd't YOU build a ship that had as many boarding parties as would fit? I would =) Efficient.
That's not efficient, thats a waste of space.
ALL your boarding parties die after one attack, so you just have more components to repair later.
A much better idea would be to replace half of those BPs with shield regenerators.
Then, you can capture a ship, and your shields jump back up before you can get hurt, then you escape.
The only reason to have that many BPs is if some enemy ship had an equivalent number of security stations, but you can always blow up security stations with your main guns.
__________________
Things you want:
|

May 16th, 2001, 09:46 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
Ah, ok. Interesting. Having never used or been attacked by boarding parties, not sure how they work. I Will obviously have to playtest this. If this is a bad design, then expect to see it fixed at some point. If anyone has ideas on how to fix it, feel free to post them here.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|