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February 22nd, 2003, 07:32 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Regarding description and other text spelling, grammar even content and possible lack there of has to be looked at still.
My first goal was get the package to work, test it as extensive as possible and then release it… To correct all the text needed prior to releasing this first Version would of required another month of testing to check for any inadvertent collateral data change.
I must say the Last few weeks, I have had a strong desire to release it even with the Tactical Fighter Mod still in beta.
[ February 22, 2003, 17:32: Message edited by: JLS ]
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February 22nd, 2003, 07:37 PM
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Re: AI CAMPAIGN ; Released
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February 22nd, 2003, 07:43 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
So, do you want spelling/content/etc reports made anyways, or should they be ignored to keep this thread shorter?
In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important.
In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...
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February 22nd, 2003, 07:48 PM
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Suicide Junkie:
So, do you want spelling/content/etc reports made anyways, or should they be ignored to keep this thread shorter?
In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important.
In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...
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No, no Keep them coming Please... I was just explaining why did not get the text done sooner.
Truly I want the help and the advise.
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February 22nd, 2003, 07:55 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Suicide Junkie:
In "Population Life Support Module",
you have "Combat To Hit Defense Minus" listed twice as abilities.
I reccommend finding a single ability to use for comments, and keep all of the abilities with effects strictly for that purpose.
"Star - Unstable" works quite well for that purpose.
Stating clearly that it gives a -100% to defense would be useful. Due to the way SE4 combat modifiers add, the exact value could be important. In fact, I think I'm going to double check my own mod for any abilities that don't have exact details...
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Your right! opps, I’m on it, consider it done!
[ February 23, 2003, 17:45: Message edited by: JLS ]
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February 22nd, 2003, 07:56 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
I notice you have "Double Damage To Shields" as the damage type of the Antiproton beam.
Since it is antimatter, it interacts almost normally with energy fields, but will annihilate matter, such as armor or your hull.
With that in mind, I reccommend using "Quarter damage to shields" and pumping up the damage by 2 to 4 times.
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February 22nd, 2003, 08:04 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
IIRC, for the long range scanners, I believe an ability value of 1 allows you to only scan objects in the same sector as you, making it pretty wimpy, and making the description of "scans ships one sector away" a bit misleading.
Quantum reactors, and in fact supply storage of any sort is useless on satellites. Best not to clutter the sat design window with those components.
I am also curious as to why in the world so many components have cargo storage values close to 2, when they do not seem to relate in any way to cargo storage.
If you only want them to count as cargo for the design restrictions, you can set the amount to zero, and they will still work. You just need the cargo ability.
"Ability 1 Descr := Can launch and recover satellite Domes from space. One satellite Dome can be launched per game turn."
One satellite Dome per turn, or just one satellite?
[ February 22, 2003, 18:07: Message edited by: Suicide Junkie ]
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February 22nd, 2003, 08:07 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Suicide Junkie:
I notice you have "Double Damage To Shields" as the damage type of the Antiproton beam.
Since it is antimatter, it interacts almost normally with energy fields, but will annihilate matter, such as armor or your hull.
With that in mind, I reccommend using "Quarter damage to shields" and pumping up the damage by 2 to 4 times.
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You are referring to the Small Anti - Proton Beam for the fighters.
Thanks, I will give 'Quarter damage to shields' a test.
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February 22nd, 2003, 08:18 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
Sorting your components by type in components.txt would be nice as well; you've currently got WP armor at the top of the file, and AFV armor at the bottom.
That makes the location of armor in the design screen inconsistent between vehicle types.
If you arrange things so that components are always in the same order between bases, ships, troops, etc it makes designing things easier and faster. Placing similar categories together can't hurt either, such as shields being placed right beside the armor.
RE: Ionic Shield Generators.
Regular shields provide protection against engine destroying weapons as of the latest patch, so these aren't really required anymore. They could be abused as armor components, given their huge hitpoints and low cost.
Re: Small arms troop weapons.
They all have incorrect accuracy modifiers, not just the first one.
Re: Heavy weapons (troops).
They have the accuracy ability descriptions accurate, but fail to mention the accuracy bonus for just that component.
IE: Weapon Modifier := 20
[ February 22, 2003, 18:24: Message edited by: Suicide Junkie ]
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February 23rd, 2003, 02:06 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by oleg:
System Gravitational Shield facility is unavailable to human players - it requires human tech. level 2, but only level 1 exist
Still can not figure out is it better to play finite or infinite resources.
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Thanks, Oleg it is a TYPO and consider it corrected.
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