|
|
|
 |

January 9th, 2001, 05:47 PM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI+Minefield/AI+Black Hole=Disaster (longish)
quote: Originally posted by HreDaak:
AI+Minefield
Ah.. and that colony ship bug with minefields still exists after the patch 1.19.
Send a colonyship into enemy minefield and it will suck all mines from that sector with only the colony component staying intact.
Possible and easy solution to this is to change the colony components Tonnage Structure value from 200-->50. I have tested this and the problem is gone now.
Hm. I've never had that problem. Of course, I always research explosive warheads 3 before I do mines. Mine Warhead IIIs do 200-300 damage, IIRC, so they probably wipe out that colony module quite easily.
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
|

January 9th, 2001, 06:27 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Fairfield, Iowa
Posts: 268
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI+Minefield/AI+Black Hole=Disaster (longish)
Making a colony component only take up 50kt of space is not a good idea. It's much better to set its damage resistance to 50kt and leave it taking up 200kt on the design. Otherwise you can just use an escort hull as a colony ship with +1 engine.
------------------
Compete in the Space Empires IV World Championship at www.twingalaxies.com.
|

January 9th, 2001, 06:47 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: AI+Minefield/AI+Black Hole=Disaster (longish)
quote: Originally posted by Nyx:
Making a colony component only take up 50kt of space is not a good idea. It's much better to set its damage resistance to 50kt and leave it taking up 200kt on the design. Otherwise you can just use an escort hull as a colony ship with +1 engine.
And it would require to put more than one colony component in colony ship hull (it has to have at least 50% of space filled with colony components).
|

January 9th, 2001, 07:25 PM
|
Sergeant
|
|
Join Date: Jan 2001
Location: Syracuse,NY USA
Posts: 320
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI+Minefield/AI+Black Hole=Disaster (longish)
Mines are too powerful because they are invisible. A ship has to decloak to fire it's weapon. Mines should have to do the same. Or make them visible. If they are visible you would have to combine them with ships at ambush points(WP's) to be of use.
The mines should have a short range and would hamper the enemies manuvering while you could be firing seekers from all directions. Of course this would bad for mine lovers,but would be easier on the A.I.
|

January 9th, 2001, 08:43 PM
|
Corporal
|
|
Join Date: Nov 2000
Location: Helsinki, Finland
Posts: 99
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI+Minefield/AI+Black Hole=Disaster (longish)
I did not intend to change the amount of space the colony module takes. I only changed the amount of damage it can take.
There are two lines in components.txt file:
Tonnage Space Taken := 200
Tonnage Structure := 50 (was 200)
Now you have a colony module that still takes
200kt of space but can only take 50kt of damage...
|

January 9th, 2001, 09:09 PM
|
Private
|
|
Join Date: Oct 2000
Location: Portland OR USA
Posts: 45
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI+Minefield/AI+Black Hole=Disaster (longish)
In my games, I turn off the Mines technology, and I've modded the SystemTypes file so that unstable warp points no longer exist. I still get black-hole systems, but all their warp points are normal. Just two of the many steps I've taken to hide as many weaknesses of the SE4 AI as possible.
|

January 10th, 2001, 01:05 AM
|
Corporal
|
|
Join Date: Jan 2001
Location: Io, Saturn
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI+Minefield/AI+Black Hole=Disaster (longish)
Gryphon, anything else you do?
|
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
|
|
|
|
|