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June 10th, 2001, 05:53 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Ripper Beams
You should be able to split them up fairly easily. I think the reason they don't show up at higher levels is because they all have the same family and weapons family numbers. These numbers determine what shows up as a component when using "only latest" and which weapons the aI puts on ships.
I think if these numbers were different for each weapon you could get the AI to include all the types of weapons.
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June 10th, 2001, 11:11 AM
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Sergeant
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Re: Ripper Beams
I think Marty hit the nail on the head. Easiest thing to do is to give incinerator beams, ripper beams, and WMG's different family and weapon numbers. That way the WMG won't automatically replace the ripper beam when the AI decides to upgrade/build new designs. This would leave the research queues intact, all you would have to do is swap weapon numbers in the AI's design creation files. I suppose if you wanted to you could even design ships with a primary armament of ripper beams backed up by one or two WMG's which might be kind of interesting. I'm about 85% sure it should work just fine.
[This message has been edited by jc173 (edited 10 June 2001).]
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June 10th, 2001, 02:55 PM
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Re: Ripper Beams
quote: Originally posted by jc173:
I suppose if you wanted to you could even design ships with a primary armament of ripper beams backed up by one or two WMG's which might be kind of interesting. I'm about 85% sure it should work just fine.
My plans for starbases include most of the weapons space rippers plus just a couple of wmg in case a heavily armored ship engages. I have been using ppb in my previous low tech one medium planet start games. But those ended before the AI had researched phased shields. In my game with a ten good planet start the phased shields are already being researched at turn 45, and I expect peace until turn 100+. So there is no point to using ppb at all. It seems the rippers are the smallest and cheapest per unit damage, while the wmg bypassing armor is their only advantage.
Now I have another question. Do engine, weapon, and shield destroying weapons bypass shields, or do you have to beat the shields down first ? If they do not bypass shields, then the only use I see for them is precision hits when you plan on capturing the ship with boarding parties to get tech. In that case you want to be careful not to destroy the very thing you want to capture. But in my game all the tech will be researched by the time hostilities begin. So if they bypass shields I will put weapon and engine destroying weapons on my bases just in case I want to capture a hulk for retrofit/repair.
That brings up another question. Suppose you capture an enemy ship which is legendary experience. Does it remain legendary for you, or start out from scratch ? I will have enough yards to build more ships than I can afford to maintain, but if I can capture ships with high experience then boarding parties may be worth using. Otherwise not since no tech would be captured.
Edit - The WMG do NOT bypass armor, I don't know where I got the notion they did...
[This message has been edited by LCC (edited 11 June 2001).]
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June 10th, 2001, 05:01 PM
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Second Lieutenant
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Join Date: Jan 2001
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Re: Ripper Beams
I don't know about bypassing the shields and armor but someone suggested a long time a go that a great use for the engine destroying weapons was to disable ships and make your opponent pay mainenance for them. As long as you can prevent a repair vessel from getting to the a huge fleet of immobile DN would cost a pretty penny and be pretty useless!
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June 10th, 2001, 05:35 PM
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General
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Join Date: Feb 2001
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Re: Ripper Beams
quote: Do engine, weapon, and shield destroying weapons bypass shields, or do you have to beat the shields down first ?
All the X-destroying weapons only affect X-type components, and completely ignore any other components on the ship.
------------------
Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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June 10th, 2001, 06:49 PM
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Re: Ripper Beams
quote: Originally posted by capnq:
All the X-destroying weapons only affect X-type components, and completely ignore any other components on the ship.
Thanks both of you!
If both weapons and armor, then that changes my plans. There are going to be a LOT of engineless/weaponless enemy hulks on my warp points! Not over my colonies of course since that would be a blockade.
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June 10th, 2001, 07:38 PM
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General
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Join Date: Aug 2000
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Re: Ripper Beams
quote: Originally posted by jc173:
I think Marty hit the nail on the head. Easiest thing to do is to give incinerator beams, ripper beams, and WMG's different family and weapon numbers. That way the WMG won't automatically replace the ripper beam when the AI decides to upgrade/build new designs. This would leave the research queues intact, all you would have to do is swap weapon numbers in the AI's design creation files. I suppose if you wanted to you could even design ships with a primary armament of ripper beams backed up by one or two WMG's which might be kind of interesting. I'm about 85% sure it should work just fine.
[This message has been edited by jc173 (edited 10 June 2001).]
Yep, changed the family of the Ripper beam a long time ago in my techs. It's a completely different weapon than the Incinerator or Wave-motion gun. That tactic of putting tractor, then rippers, and then a repulsor beam works great in SE3. Chew 'em up & spit 'em out right!  Haven't tried it yet in SE4. I guess it's just natural to try the new stuff rather than what you already know.
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