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October 13th, 2002, 08:43 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Krill & Ork Update
An "Attack Base" is supposed to be a Baseship. A Space Station can only defend; it cannot go on the offensive and seek out a target, which is what "attacking" is.
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October 15th, 2002, 01:51 AM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
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Re: Krill & Ork Update
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Just started a game with them. Got error Messages for the Orks: Unknown value "Long Weapons Range" for Default Strategy in record [shipname]. As far as I checked these message are given for every design using the long Weapons range strategy.
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Did you use either the 3000 or the 5000 point empire file? I haven't seen that with the 2000 point one, but I might have forgotten to make the change in the other two. Until I get the .emp files updated, you can correct this by opening the DesignCreation file, and have Long Weapons Range replaced by Maximum Weapons Range - the only diference is targeting priority.
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A complete different topic:
You use Attack Bases. Does the game consider them as ships (join a fleet) or bases (don't join)?
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Quote:
An "Attack Base" is supposed to be a Baseship. A Space Station can only defend; it cannot go on the offensive and seek out a target, which is what "attacking" is.
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It has to do with how the AI uses ship types. The AI will not place a Attack Base in a fleet, and will design and build Attack Bases of any size, so I use the Attack Base as a scout (in all of my races). For actual Attack Bases, I will give them a different name, and call out that specific name in the ConstructVehicle file so that they will be included in fleets when they are built.
[ October 14, 2002, 12:53: Message edited by: Atraikius ]
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October 15th, 2002, 12:54 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
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Re: Krill & Ork Update
Found the problem with strategies - updated wrong .emp files when I added the Long weapons range.
Posted the updated files, along with a small change to both the krill and Ork Construct Vehicle files.
1034679079.zip
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October 15th, 2002, 05:02 PM
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Corporal
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Join Date: Jun 2002
Location: Hannover, Germany
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Re: Krill & Ork Update
Hi Atraikius,
thanks for updating them. Looking forward to meeting them again in battle...
Once again Attack Bases:
When I get it right no Attack Base will join a fleet except the 1200 kt Base Ships??? Do you know the reason for this? Does it depend on the size or the max. number of engines?
__________________
homo homini lupus est
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October 15th, 2002, 06:41 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
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Re: Krill & Ork Update
Rexxx - I haven't seen an Attack Base that was actually a baseship join a fleet yet. In the few games I've played that went long enough for the AI to build them had them, the Base ships I saw were all by themselves.
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October 15th, 2002, 08:17 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Krill & Ork Update
It would be nice to see some more W40k sets. Beech's eldar looks great. Or how about Tau or Necron.
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October 26th, 2002, 01:12 AM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
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Re: Krill & Ork Update
Updated them again for the changes to the Construct_Vehicle, and Planet_Types files
1035544115.zip
Let me know if there are any problems.
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