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February 23rd, 2007, 07:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Balance Mod...
What about 25% penetration vs shields and 4x damage to armor?
That way, it does normal damage to armor until the shields fail
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February 27th, 2007, 01:38 AM
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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...
I'm hoping to get v1.04 out on Wednesday. Everything is seemingly ok now, just making sure the AI is actually improved and the purchase system is ok. For a long time I had a problem with the vehicle purchase system I stuck in. It's basically a demand driven system where there is a target number of a design type wanted and attached to the design there is a demand variable per vehicle wanted, plus a reduce demand variable for the number built or queued. So essentially each design type gets a demand number and the highest demand gets built first etc. Anyway there was a problem with units being added to BSYs due to the queue sort, which caused the AI not to build anything at a certain point (since BSYs had no cargo space). It took a bit of trial and error to adjust the sort so BSYs would be last on the queue list for adding units. So it works as intended now, just some testing to make sure the numbers I choose give good variety in designs.
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February 27th, 2007, 02:38 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Balance Mod...
Why would this be a problem? Units built by a BSY should automatically drop into the planet's cargo. They did in SE IV. And AIs should only build a BSY over a planet. Only humans would be clever enough to build a BSY elsewhere if the need arose (unless you deliberately scripted it -- but then you'd also have to deal with the potential problems).
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February 27th, 2007, 08:53 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod...
The larger problem is that I can't return if the queue is a BSY and get its ID. If I could do that then I could check if it's in the same sector as a colony and then check for space on the colony etc. Also, if I could return that it was a BSY, then I could at least write a condition not to consider the available space and just hope the planet had the space.
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Overall I have the AI building a nice mix of ships and there fleeting them together in decent combinations. It's also building a lot more units at planets then v1.03. Plus, I made a few tweaks to the load cargo routine, so the AI more actively moves it's carriers around to pick up fighters - in fact it actually has a pretty good record of loading carriers 80-100% full before adding them to fleets.
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February 27th, 2007, 02:52 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Balance Mod...
Before you release 1.04 there is one more nitpick. Why isn't there a Stellar Manipulations design in the designtypes list??? When I finally got to Stellar Manipulations in my game I went up and down the list looking for something equivalent. This is in stock. Why did you remove it?
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February 27th, 2007, 03:03 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Balance Mod...
It's not in my stock O_O
But yeah, would be a fair addition; or better yet, add the various stellar manipulation types, not just a single 'Stellar Manipulation' type.
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February 27th, 2007, 03:12 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod...
There was never one in stock to start with. I suppose I have two options though, add a Stellar Manipulation Ship type or add the dozen or so "Open Warp Point" / "Destroy Storm" types the AI designates - this would enable the auto-complete for the player for any type of stellar manipulation ship.
What I really really need to do though is lobby Aaron to remove alpha-sort on the design types list!
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February 27th, 2007, 03:16 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod...
lobby him to put a Filter on the simulator page too. it gets way to crowded with ships.
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February 27th, 2007, 06:47 PM
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Captain
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Join Date: Oct 2001
Location: Australia
Posts: 809
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Re: Balance Mod...
Hi Kwok
With all the changes of the components in the next patch, will you be considering changing any BalMod components to follow suit?
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February 27th, 2007, 08:02 PM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: Balance Mod...
Not sure what the point of that would be.
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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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