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  #21  
Old February 22nd, 2003, 07:49 AM
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Default Re: AI CAMPAIGN ; Released

Ok, how do I go about creating a colony ship when the colony module is more than 10x the size of the colony hull, and there aren't any colony module mounts?
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  #22  
Old February 22nd, 2003, 07:56 AM
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Default Re: AI CAMPAIGN ; Released

The colony ship hull has it built in.
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  #23  
Old February 22nd, 2003, 08:15 AM
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Default Re: AI CAMPAIGN ; Released

Sure ill test it out soon as my gold Version arrives...

BTW, you may want to send your images in to Suicide Junkies image mod, if you have not already done so.

It saves time on the download, which, if you upload all the DSGNNAMES files, will definately be appreciated.

Cant wait to try it out.
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  #24  
Old February 22nd, 2003, 01:00 PM
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Default Re: AI CAMPAIGN ; Released

Ok... here is a collection of 156 design names files that I have gathered over the years. I know there are more out there that are not in this zip, but oh well. I am not even going to think about trying to make a credits listing.

156 Design Names Files.zip
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  #25  
Old February 22nd, 2003, 01:34 PM
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Default Re: AI CAMPAIGN ; Released

System Gravitational Shield facility is unavailable to human players - it requires human tech. level 2, but only level 1 exist

Is it by design or mistake (I hope for later !)

Still can not figure out is it better to play finite or infinite resources.
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  #26  
Old February 22nd, 2003, 03:01 PM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
I have an impression that Religious tech is too weak now. Nature shrine must be level 3 to get any resource improvements and it is 1% only, best Talisman is just 20% bonus Well, it may be a good idea to get rid of "always hit" but why not add few more levels to reach, for example, 50% at very high research expence ?
Nature Shrine (I-III)
Planet Conditions Change – System (1-2-3) unchanged
Planet Value Change – System (was lowered to One; it was very powerful).
Base se4 Talisman :
Some complaints are that it is to large 50 kt and does not fit well on small ships.
Most complain it always allows the ships full weapon complement to hit!

Since it is encouraged to have many small combat ships in your fleet this is why the KT was lowered to 10 and I agree with you 50% is a good to figure… Since Combat sensors and Talisman stack; for example a base Destroyer with talisman 4 and level 5 sensors hit at 53%. With even higher level combat sensors the Talisman combination nears 80 percent hits so there is a slight chance of a miss.

In the LAN group before the Religious changes about 70% plus would pick religious as a secondary trait in 3000 to 5000 point games. Now with the above changes about 20 to 30% take it and swear by it still.

As a test, it seems to be successful here, in our LAN Group. The benefit of stack Combat sensors on smaller ships and still having some punch and addressing the 100% percent to hit complaints.

Yes, the debate continues here still and the guys that use Religious are the first to come to the defense of the new changes.

PS: There is some wiggle room of 15 to 20 added to Hit, but now were nearing the possibility of exceeding 100%.

[ February 22, 2003, 13:48: Message edited by: JLS ]
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  #27  
Old February 22nd, 2003, 03:45 PM
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Default Re: AI CAMPAIGN ; Released

I don't like new fighter weapons, Armed Cockpit and Turret guns. I don't like them at all.
When fighter with 1 AC and 2 TG fires on stack of fighters it can kill 2-3 in one shot ! Even if targets have shield. I think it is overkill. It is just does not sound right. Also, it is often to have 1-2 spaces left on fighters, Why not to reinstall small armour for fighters ?

The idea of combat-only movement is a good one IMHO.
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  #28  
Old February 22nd, 2003, 04:40 PM
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Default Re: AI CAMPAIGN ; Released

Small rocket pods, small parasite and few other fighter weapons use the same family number (2508) It cause mighty confusion during upgrade and not all weapons are listed when you use "only latest" view option.
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  #29  
Old February 22nd, 2003, 04:56 PM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
I don't like new fighter weapons, Armed Cockpit and Turret guns. I don't like them at all.
When fighter with 1 AC and 2 TG fires on stack of fighters it can kill 2-3 in one shot ! Even if targets have shield. I think it is overkill. It is just does not sound right. Also, it is often to have 1-2 spaces left on fighters, Why not to reinstall small armour for fighters ?

The idea of combat-only movement is a good one IMHO.
Thanks for the endorsement of Tactical Combat movement. This is a good starting point

In regards to Armed Cockpit and Turret guns these are optional weapons of choice, and they make a good addition to Interceptors and Fighter-Bombers.

In regards to Air to Air fighter Combat if you have 4 carriers loaded per side ( a few escorts optional) with a good combination varieties.

Some examples:
20% small Interceptors: Cock Pit with Bow Cannon, 2 Turret guns, engines with after-burners and a combat sensor.

30% small Fighter-Bomber: Cock Pit with Bow Cannon, 1 turret gun, 1 multi purpose weapon beam and a combat sensor. No after-burners.

20% medium Fighter-Bomber: Same as above with no turret gun but add a shield and ECM.

20% medium Fighter-Bomber: Same as above loose shield and add rockets or (racial) Torpedoes. Note Anti-Mater Torpedoes are different from others. All torpedoes are primarily anti-ship weapons.

10% large Torpedo Bomber: Same as F-B but include a shield.

Please add the above combination and percentages to your Simulation test with 4 or more carriers full for each side or Carriers vs. Planet with about half as much of the other sides in intercepters Fighters. Should make for an enjoyable show.

Note: Cluster Bombers are for a bombing planets and the unarmed cockpit is so it will not to engage in Air to Air. Optional Cock pit choice for a Kamikaze fighter.

Yes, the Point defense is about half that of a ships level 3 Point-Defense; on the Fighters Bow Cannon and less then half for the Turret guns. These values used to be less but the general consensus was to better the attack on Satellites with a little more bloodier fighter duals.

The main purpose different values, is to scale down the effects of fighters versus ships , considering both offensive and defensive stacking. So if we lower beam weapons to benefit Ships now we need to deal with shooting down fighters and Satellites so that gave rise to the Bow and Turret guns which is just basically point-defense. The same applies to armor in regards to defensive stacking. But armor might be back in the next Version.

All these weapons values are changeable put the premise above is still some what true.

TACTICAL FIGHTER MOD is still in it infancy and will start to make more sense with play and some positive changes, so we can make this better for the next release.

[ February 22, 2003, 15:08: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #30  
Old February 22nd, 2003, 05:04 PM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
Small rocket pods, small parasite and few other fighter weapons use the same family number (2508) It cause mighty confusion during upgrade and not all weapons are listed when you use "only latest" view option.
Thanks for pointing that out in regards to multiple racial choice and families, we play tested Fighter Tactical interface for the Last few weeks in 2000 point setups where only one race trait is usually chosen by us and that’s how this got thru.

Many thanks and Consider it changed

[ February 22, 2003, 15:17: Message edited by: JLS ]
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Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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