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December 21st, 2007, 04:58 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod
Quote:
Captain Kwok said:
The dual missile frigate has been discussed a lot before, the general consensus was that it was more of a strategy issue than anything else.
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Hmm, wonder what got censored, as I did not use any inappropriate language.
What were the results of the strategy talks? Large ships become just big targets as they cannot close the distance. Most of the space has to be taken up with PD. There are counter strategies I know, but they just seem to take a large segment of ships out of play.
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December 21st, 2007, 05:21 PM
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Second Lieutenant
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Join Date: Apr 2003
Location: England
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Re: Balance Mod
the most effective counter stragegy I can think of, is to have a smaller but faster escort which can close the gap, and is kitted to at least damage the enemy ship enough so it doesnt pose a threat to your main ships
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December 21st, 2007, 05:49 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod
Quote:
DeadZone said:
the most effective counter stragegy I can think of, is to have a smaller but faster escort which can close the gap, and is kitted to at least damage the enemy ship enough so it doesnt pose a threat to your main ships
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That is the tough part, as players who use the dual plasma frigates concentrate on plasma missiles and engines.
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December 23rd, 2007, 12:58 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
Fighters or Drones made a good counter versus the frigates. Another consideration was that larger ships have a greater % of space for weapons so they could a similar missile heavy tactic and be more effective since a dual missile frigate has very little in the way of defensive measures.
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December 23rd, 2007, 04:48 AM
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Colonel
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Join Date: Jan 2001
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Re: Balance Mod
There is a problem in BM 1.12 with construction/scrapping:
If the net resources go into negative numbers the AI starts to scrap units like mad even if there are enough resources left in the storage. However the construction of new units continues which leeds to a endless loop that cripples the AI empire.
And mines still are not launched from colonies in attacked systems as far as I see.
Is there a way to see which locations the AI designs as defensive/attack locations? Perhaps the problem lays in the evaluation of the locations.
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December 23rd, 2007, 02:25 PM
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Private
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Join Date: Apr 2005
Location: Germany
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Re: Balance Mod
A little question :
Is this BM 1.12 specific, or is it a general problem with the new patch?
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December 24th, 2007, 01:51 PM
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National Security Advisor
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Join Date: Oct 2001
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Re: Balance Mod
It depends on the planet size, I've set up smaller (or non-breathable) planets to have smaller mine fields so that larger planets (and breathables) can have much larger mine fields than the previous 100. Defense location planets launch up to 20 per turn if they have 20 or more in cargo, while "core" planets would launch in groups of 40 or more if there not at they max number of mines.
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The scrap routine is not necessarily to save resources, but to re-new the old units in storage with new designs. It kicks in when maintenance costs are higher than 90% of revenues. I want to add in a few more conditions though to re-fine this point though.
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December 24th, 2007, 02:24 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
I've posted the updated source scripts and tech chart.
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December 29th, 2007, 07:01 PM
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General
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Join Date: Aug 2000
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Re: Balance Mod
Just how high is the limit on the number of mines in a sector now? Or has the limit been removed in SE V and I didn't notice? I can't find a reference to it in the settings.txt file anymore. But in my current 1.11 game (nope, haven't upgraded to 1.12 yet) I'm trying to get through a warp point with an insane number of mines on it. I built enough mine sweepers to remove nine hundred mines and they all died when they entered the sector. What would lead an AI to put so many mines on a single warp point anyway?
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December 29th, 2007, 10:01 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
The limits are not being enforced, but it's supposed to be 100 in the mod according to the data files. The AI might heap a lot of mines at one warp point if it was really the only one designated for protection.
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