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January 16th, 2007, 09:40 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Eleven Non-Cheating Ways to Help the AI
Just ignore "TCP" then, and use PBW.
No need to all be together at once, autohosting, and you can have PBW send you emails with the turn and/or reminders.
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January 16th, 2007, 10:40 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Eleven Non-Cheating Ways to Help the AI
The decks are just for extra layout space, but the component position does matter; it determines what gets hit when in combat.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 16th, 2007, 11:26 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Eleven Non-Cheating Ways to Help the AI
There are four directions damage can come from, front, back, left,right, and internals will be damaged in that order.
In stock, placement is really irrelevant, since the shields and armor are not leaky, and once they fail the guts of the ship are all vaporized almost instantly.
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January 17th, 2007, 12:08 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: Eleven Non-Cheating Ways to Help the AI
Directional damage but not directional weapons. (Sigh...where is the sad Graemlin when you need it?)
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January 17th, 2007, 12:21 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: Eleven Non-Cheating Ways to Help the AI
Yeah, firing arcs would have been nice, so we couldn't just put a weapon on the back of the ship on the middle section and expect it to fire forwards.
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January 17th, 2007, 02:29 AM
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Corporal
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Join Date: Mar 2005
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Re: Eleven Non-Cheating Ways to Help the AI
Quote:
Yeah, firing arcs would have been nice, so we couldn't just put a weapon on the back of the ship on the middle section and expect it to fire forwards.
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Exactly. Its stuff like this that feels woefully underdeveloped. I'd rather not have it in the game at all if its going to be basically incomplete.
SE5 seems like a lot of really good ideas, but the design does not feel tight at all. If the game design ever catches up to the feature list I think it will be great. Until then, it feels sorely lacking.
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January 17th, 2007, 12:22 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Eleven Non-Cheating Ways to Help the AI
Although I think firing arcs would be great if they worked, I just can't see them working well with the current state of the game/AI or even a realistic future state. The combat decision making routines would need increase dramatically in complexity and I just don't see that happening. I'd much rather the overall game AI be improved before tackling this monster. Or better, improving the UI first.
Side note: The Starfleet Command series revolves around tactical combat and ships have weapon arcs. The AI has gone thru many improvements from the days of SFC1, where the ships would only basically charge for overruns, but even after SFC2, SFCOP and SFC3, the AI still has a very hard time with weapon arcs and is the reason that retrograding (ships going backwards) was never able to be implemented. Yes, they have a totally nerfed retrograde in SFC3, but it is so nerfed as to be not really usable.
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