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November 4th, 2007, 11:27 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Mines, Treaties, and Cluster Bombs
Not sure how you got Attack Drones to add tachyon sensors... I tried all 3 drone sizes and didn't see tachyon sensors added...
The double basic sensor was because I forgot to tell you about another line to change, but since then I deleted it, because it wasn't needed.
The attached file should work ok.
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November 4th, 2007, 01:44 PM
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Corporal
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Join Date: Feb 2005
Posts: 152
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Re: Mines, Treaties, and Cluster Bombs
Nitpick: AIs seem to use rather a lot of support and resupply ships now, larger fleets have as many freighters as combat ships.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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November 4th, 2007, 01:54 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Mines, Treaties, and Cluster Bombs
Thank you again Kwok: now the recon sats are o.k.
One suggestion: you use stealth and scattering armor but not emissive armor in your designs. I defined another "emissive armor" variable and included this in the AI design file. As far as I see now, I can make AI designs use all 4 (non racial) armor types together.
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November 4th, 2007, 05:14 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Thanked 14 Times in 12 Posts
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Re: Balance Mod
I typically use 3 of the 4 normal armor types. The actual choices vary by empire. It was mostly a hedge for smaller ships at the time.
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November 7th, 2007, 01:48 PM
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Private
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Join Date: Oct 2002
Posts: 24
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Re: Balance Mod
BM version 1.11 log:
10. Changed - Removed fighters and troops from target types for Small Rocket Pods and Small Anti-Matter Torpedoes
In my game I launch an troop invasion on Cue Cuppa's planet. He send tons of troops with small-APB which cannot target troops now. That would be strange but anyway I got that planet
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November 7th, 2007, 03:20 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod
Yeah, that was a mistake. It should have been Small Anti-Matter Torpedoes (which is still targeting troops and fighters) and not Small Anti-Proton Beam. Last time I do a search with a partial string.
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November 7th, 2007, 10:12 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: Balance Mod
Are there supposed to be six levels of warp point creator?
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November 7th, 2007, 11:29 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod
Yes. They increase in the maximum distance you can make a warp point to.
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November 12th, 2007, 09:05 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Balance Mod
I've recently started a new BM 1.11 game and noticed that the descriptions of seeker attributes do not match their actual attribute very well. The Seeking Parasite, Power Lamprey, and Crystalline Torpedo are described as moving at 40 km/s but actually move at 50 km/s for example. (And, btw, shouldn't a 'torpedo' be much faster than a 'missile' type seeker?) The damage resistance formula for the CSM is different between the description and the actual attribute, as well. Apparently this will only result in a slight (and not increasing) error in this case. Maybe you should check all the various description formulas and make sure they are in synch.
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November 12th, 2007, 09:46 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod
I thought I updated the descriptions when I boosted the missile speeds a few versions ago. Oh well.
Torpedoes are generally faster than missiles, with the exception of the Crystalline Torpedo.
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