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  #31  
Old January 28th, 2003, 01:15 AM

Desdinova Desdinova is offline
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Default Re: new SEIV patch !!

guess the mc should be changed to 30kt to make it worth it volumewise.
also why is sheild generator I only 30kt but the rest are 40kt?
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  #32  
Old January 28th, 2003, 01:16 AM
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Default Re: new SEIV patch !!

The AI will almost never have only Escorts when it gets MCs.
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  #33  
Old January 28th, 2003, 01:17 AM
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Default Re: new SEIV patch !!

Quote:
Originally posted by Ed Kolis:
Even if it only has MC I (4000 minerals, 40 kT) and it's building an escort which only requires 1500 minerals and 30 kT worth of control components?
Yes. It is the AI writers job to insure they don't research computers too soon. The goal is to allow the AI to defend itself vs the alliegence subverter.
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  #34  
Old January 28th, 2003, 01:42 AM
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Default Re: new SEIV patch !!

Although, it occurs to me that an AI unlucky enough to discover computers in ruins early on would be screwed.

We could do a mod which makes the MC too large to fit on smaller ships, and give a MC only mount above the ship size at which we decide the AI should start using them.

Geoschmo

[ January 27, 2003, 23:42: Message edited by: geoschmo ]
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  #35  
Old January 28th, 2003, 02:13 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: new SEIV patch !!

But now there is Yet Another Vulnerability in the AI. Before, it was vulnerable to Psychic races because it didn't know to use the MC when it was in conflict with a Psychic race. Now it is vulnerable to ALL human players because it doesn't know to NOT use the MC when the player comes after it with the Computer Virus. And it will use the MC even in transports which is a ridiculous waste of resources. And yes, it will use them in any size ship so designing an AI that uses both large and small ships in the late game is impractical. This is a very bad change.

[ January 28, 2003, 00:14: Message edited by: Baron Munchausen ]
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  #36  
Old January 28th, 2003, 02:18 AM

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Default Re: new SEIV patch !!

Quote:
Originally posted by Arkcon:
It is the AI writers job to insure they don't research computers too soon.
But that means no access to resource boosting facilities, too. And the colonizers will be getting very very expensive.
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  #37  
Old January 28th, 2003, 03:09 AM
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Default Re: new SEIV patch !!

You could always mod the MC to be cheaper to help the AI.

Or move it to an offshoot tech of computer tech.
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  #38  
Old January 28th, 2003, 04:23 AM

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Default Re: new SEIV patch !!

Thats what I was thinking. a MC of ANY size of a colony ship is stupid.

sigh
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  #39  
Old January 28th, 2003, 05:08 AM
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Default Re: new SEIV patch !!

Well, I did a quick test, just being hopeful. Unfortunately, all ship designs use MCs, including transports, colony ships, etc. Hopefully, this can be patched in the DesignCreation file. Maybe a Master Computer line with choices of "Prefer," "Allow," and "Disallow" or something like that. Then the AI could use it when available, use it as needed but also discontinue it/supplement it with B/LS/CQ when necessary, or simply not use it according to the design.
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  #40  
Old January 28th, 2003, 10:49 AM

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Default Re: new SEIV patch !!

Still haven't tested the new patch yet but I read about some very bad news.

I would say we've got a new ultimate weapon. Against those poor AI races who like robotoid factories and conquering my planets I would design a large weapon platform. Large WPs with combat sensors, 5 CV III and 6 PDCs should do the trick. This mounted CV has a range of 12, it skips shield and armor. Extremely efficient.
Well, an attacking fleet of direct fire ships will be getting in trouble. I would call that the renaissance of the plasma missile.
Add to this the talisman and direct fire ships become useless for planetary attacks. My next AI will be religious (as a bonus this trait allows access to resorce boosting facilities without the vulnerability against CVs). As I said very bad news...

Please, please tell me that this scenario is flawed.

[ January 28, 2003, 09:00: Message edited by: Rexxx ]
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