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October 20th, 2006, 09:54 AM
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Private
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Join Date: Sep 2006
Posts: 48
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Re: Balance Mod Available for SE:V
Oh I see. Alrighty then, i'll abuse it while I can.
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October 20th, 2006, 01:28 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod Available for SE:V
Kwok, I don't think there is a Point Defense ship type in stock, what do you think about one for balanced? The AI might need code changes to use them too.
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October 20th, 2006, 01:36 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod Available for SE:V
Quote:
aegisx said:
Kwok, I don't think there is a Point Defense ship type in stock, what do you think about one for balanced? The AI might need code changes to use them too.
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It's funny that you should say that as I'm working on doing that right now during my lunch break.
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October 20th, 2006, 01:52 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod Available for SE:V
cool, can't to try it out. I guess the tricky part will be to tell the AI when they need PD ships in their fleets.
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October 20th, 2006, 02:20 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
Quote:
aegisx said:
cool, can't to try it out. I guess the tricky part will be to tell the AI when they need PD ships in their fleets.
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Well they should have them all the time, but more importantly is getting them to build enough of them to be effective in practice, but not too many to reduce overall fleet strength.
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October 20th, 2006, 02:23 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod Available for SE:V
Are their any API functions that will let you get what kind of weapons an enemy tends to used based on intel or battle experience?
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October 20th, 2006, 02:42 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: Balance Mod Available for SE:V
Sys_Does_Vehicle_Design_Have_Component_With_Name: boolean
design_id: long
component_name: string
Sys_Does_Vehicle_Design_Have_Ability_With_Name: boolean
plr_index: long
design_id: long
ability_name: string
Sys_Get_Vehicle_Design_Date_Last_Seen: long
design_id: long
plr_index: long
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October 20th, 2006, 02:58 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod Available for SE:V
Kwok, Point Defense seems a bit overpowered. I made 2 PD frigates (L3) that each had 4 L1 PD cannons. I faced them against 5 Frigates with 2 capital ship missiles each. They shot down every missile without a problem. PD should be that good with some more tech (or better targetting computers) but right now it seems a bit much.
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October 20th, 2006, 05:31 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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Re: Balance Mod Available for SE:V
Some calculations on the BalanceMod fighter counts:
A first level Light Carrier has 650kt * 40% = 260kt fighter bays, or nine bays. So it can carry 54 fighters minimum. If you take four engines per fighter (at 50 supplies each) times 54 fighters, that's 10,800 supplies per launch.
Since there is no room for that much supplies on board, the alternative is to add the required fighter bays, and leave them empty, or not use carrier hulls.
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October 20th, 2006, 05:42 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod Available for SE:V
yikes... I think I am going to need bigger supply ships for carriers.
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