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December 28th, 2006, 04:27 PM
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Sergeant
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Join Date: Nov 2006
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Re: Balance Mod Improvements
Quote:
Captain Kwok said:
There's no cheating by the AI.
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well, it needs to cheat! lol
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December 28th, 2006, 05:05 PM
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Corporal
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Join Date: Feb 2005
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Re: Balance Mod Improvements
I'm starting to think the fog of war might've been more trouble than it was worth.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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December 28th, 2006, 05:22 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Balance Mod Improvements
Then turn it off in your games..there's an option in game setup to make it work just like SEV. Or turn it off entirely.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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December 28th, 2006, 05:38 PM
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Corporal
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Join Date: Dec 2000
Location: England
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Re: Balance Mod Improvements
It should work like it does in many other games.When a planet is out of sensor coverage it should stay marked as the last known owner and become a A.I target.This needs MM to programme it.This is how GC2 works.
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December 28th, 2006, 08:32 PM
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Private
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Join Date: Apr 2006
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Re: Balance Mod Available for SE:V
In version 1.02, I would like to see large and heavy ship mounts having a greater range. This would make them more effective against the faster and more agile frigates which I tend to build in large numbers. I dont build any thing larger than a destroyer (with the exception of carriers) as large ships are too expensive and vulnerable.
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December 29th, 2006, 02:11 AM
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Corporal
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Join Date: Mar 2006
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Re: Balance Mod Available for SE:V
Admittedly I have not tested this(and haven't noticed in combat), but the way Shield Regenerators are written it looks like they can only regenerate "Normal Shields." How about added some phased shield regen?
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December 29th, 2006, 12:05 PM
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Sergeant
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Join Date: Nov 2006
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Re: Balance Mod Available for SE:V
Quote:
Dodd said:
In version 1.02, I would like to see large and heavy ship mounts having a greater range. This would make them more effective against the faster and more agile frigates which I tend to build in large numbers. I dont build any thing larger than a destroyer (with the exception of carriers) as large ships are too expensive and vulnerable.
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I tend to agree. The larger ships have a lot of trouble defeating a much smaller frigate with max engines.
I also, can see both sides of the argument. That smaller ships should be faster and harder to hit.
Tough call.
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December 29th, 2006, 03:47 PM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: Balance Mod Available for SE:V
Quote:
shinigami said:
Admittedly I have not tested this(and haven't noticed in combat), but the way Shield Regenerators are written it looks like they can only regenerate "Normal Shields." How about added some phased shield regen?
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you might want to test this.
se4 looked the same, but it did regenerate phased as well.
__________________
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December 29th, 2006, 04:15 PM
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Sergeant
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Join Date: Nov 2006
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Re: Balance Mod Available for SE:V
How hard is it to write the AI scripts?
I would love to build a strategy for a few races, but unsure if my programming/coding skills match my desires.
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December 29th, 2006, 04:41 PM
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Corporal
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Join Date: Apr 2002
Location: France
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Re: Balance Mod Available for SE:V
Can you please add a new colony type to ColonyTypes.txt? I use small low value planets for storage, and would like to name them "Storage Compound" or something like that. "Resource Colony" doesn't fit, I am using it for planets that have the 3 resource values over 100%.
I've tried adding it myself, but either I have to start a new game for the change to take effect or we are limited to 13 colony types.
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