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May 27th, 2002, 02:21 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Modders, Race Creators and TDM-creators
Taera,
Thanks for your thoughts on the weapons mod issue.
Further to my earlier post, the main problem I have found is finding a way of getting the AI to use different weapons types to their best effect.
Natty weapons combinations that a human would use to interesting effect are generally poorly used by the AI. Hence, the reason why modders have tended to settle on certain weapons types and combinations.
Regards,
GE
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May 27th, 2002, 02:55 PM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Modders, Race Creators and TDM-creators
The way i design ships for my own racestyles (not too many though) is go to the game, pick some powerful race, look at it's designs. Then design a counter design to it. Then to modify the DesignCreation. Then to modify the research tech tree to optimize the speed at which the AI reaches the tech.
This way i was the first one to actually find out the power of ID against most ships. My first Taera Versions never were too popular and then the Aquilane (sp?) racestyle came out utilizing the tech to its full.
Same way was the poorly managed TechnoLogic. Their designs are in fact just great, just the overall AI is lacking.
Also given the ability of SEIVG to specify the exact type of the ship to create, combinations of various designs could be created in appropiate numbers.
Anyway, hope you see my point.
Andrey.
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May 27th, 2002, 03:07 PM
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Captain
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Re: Modders, Race Creators and TDM-creators
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My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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May 27th, 2002, 09:19 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Modders, Race Creators and TDM-creators
Quote:
I don't really expect MM to ever balance the weapons.
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I don't expect anyone to balance the weapons in a way that a majority of players will agree is the "right" balance.
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 28th, 2002, 01:11 AM
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Colonel
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Re: Modders, Race Creators and TDM-creators
Andrey: when did the scripts for Pyrochette/Aquilaeian, to be original was not my main objective: I just wanted to create an AI that maybe could create some kind of challenge. When I have started them, my knowledge about SE4 was not big... and this is the only reason because I have used Temporal and Organics for them! 
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May 28th, 2002, 01:24 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Modders, Race Creators and TDM-creators
Quote:
I don't expect anyone to balance the weapons in a way that a majority of players will agree is the "right" balance.
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Very true. Heck, I still think that the DUC damage level should go down a slight bit, but have the advantage of skipping shields altogether (because they have mass, rather than most of the other weapons, which are actually energy weapons. Even missiles are actually energy weapons, because it's the radiation from the explosion that does the damage) or atleast do quad damage. This would sure lengthen the life-span of the DUC in game play too. Oh, but I'd increase the supply use per shot.
Just my undervalued, inflation-bitten, softwood-tariffed .02 $Cdn. 
[ May 28, 2002, 00:26: Message edited by: jimbob ]
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May 30th, 2002, 04:21 PM
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Second Lieutenant
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Join Date: Mar 2001
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Re: Modders, Race Creators and TDM-creators
Teara - I thought the PPB - Nsw combination was overused too, so I have tried to avoid it as much as possible. The Orks and Krill stick to DUC's and APB's, with CSM's as a secondary weapon throughout the Game with the Orks having a few ships using Warp Weapons late in the game just to be different (and also to try to carry over the WH40K Mekboys use of odd weapons). The Zorians use DUC's, Torps, HED, APB's, and CSM along with useing both carriers and warships that also carry fighters. The Mirak (AKA Kzinti - should be posting later today) use APB's and CSM's only.
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