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November 11th, 2002, 04:59 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
Posts: 464
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Re: BORG AI lacking punch
@Unknown_Enemy,
Thanks for the reply.
The "waste" of resources isnt usually a problem as long as the AI has been given at least a medium bonus - normally their storage is full and excess resources are simply lost (hence I saw no problems with making heavily armed colony ships). I havent quite worked out how to force the AI to spend all of it resources rather than losing an excess every turn.
Your observation about the combat is interesting however. On a one on one basis, the Borg ships (and any of my AI for that matter) are usually outmatched by other AI as I have designed the ships to be "jack of all trades" so that they have the components to deal with all situations. In fleets however I have observed my AI's ships perform quite well. Can you tell me what weapons the Borg ships were armed with? The Borg usually build a lot of missile armed ships early on before switching to PPB's and later Borg Null Space Projectors.
I have made the Borg Technology reasonably expensive to research in an attempt to maintain some sort of play balance but they do have a fair bit of stuff to research early on so they are not particulalry powerful early on (their only advantages early on are their regenerative armour, ability to board and their small repair bays). Weapons wise, they are no better than anyone else until mid game when they get their Borg Null Space Projectors (BNSP's). An option I had considered was to eliminate their use of PPB's and advance BNSP's on the Borg tech tree. I welcome your thoughts.
Regards,
GE
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November 11th, 2002, 05:12 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: BORG AI lacking punch
The problem is certainly not in the maintenance costs. The problem is the long build times.
You want the AI to pump out tons of cheap colonizers, instead of tying up a valuable spaceyard for many turns just to have the finished ship dismantle to make a colony.
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November 11th, 2002, 05:14 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: BORG AI lacking punch
PS:
Because of the way the tech tree is structured, Borg Cruisers and Battlecruisers should be PPB armed (and therefore pretty nasty). One thing I have thought of relates to battle orders. Most of their ships have orders to engage at Maximum Weapons Range (to improve the function of missiles and point defence). When fighting enemies who have an advantage in ECM/Combat Sensor tech and who have short range combat orders, however, this can lead to them performing poorly in combat due to them having quite low Too Hit percentages. To try and offset this I have made Combat Sensors a research priority for them however.
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November 11th, 2002, 05:27 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: BORG AI lacking punch
@Suicide Junkie
The Borg and my other AI's never seem to fully utilise their shipyards (I have designed their construction queue to ensure that they build lots of em) so shipyards are not the constraint. The constraint is that the AI will not spend enough of their resources - do you know what sets this parameter? (apart from the Construction.txt files). If it is just the Construction.txt files, then I presume all I have to do is raise the Planet per Item values higher.
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November 11th, 2002, 09:48 AM
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Corporal
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Join Date: Jun 2002
Location: Hannover, Germany
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Re: BORG AI lacking punch
Maybe Oleg's proposal could help:
http://www.shrapnelgames.com/cgi-bin...=007152#000004
Haven't tried it yet (because it "kills" the no bonus games) but it sounds quite interesting.
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November 11th, 2002, 01:45 PM
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First Lieutenant
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Join Date: Jun 2002
Location: France
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Re: BORG AI lacking punch
Quote:
The problem is certainly not in the maintenance costs. The problem is the long build times.
You want the AI to pump out tons of cheap colonizers, instead of tying up a valuable spaceyard for many turns just to have the finished ship dismantle to make a colony.
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Indeed.
The borg need a cheap coloniser build very quickly. Thus the 300t needed for a colonization tech on their other ships can be used for weapon/armor/shields. As it is on Rage's ships.
Your remarks on the borg's weapons were acurate, but it's just that the Rage were bearing more wepons/armor/shield per ships.
When the Rage start using warship to colonize, they use...light cruisers.
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