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  #71  
Old October 20th, 2006, 05:57 PM
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AngleWyrm AngleWyrm is offline
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Default Re: Balance Mod Available for SE:V

Also, getting solar systems to generate that amount of supplies is going to take a lot of resupply centers.
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  #72  
Old October 20th, 2006, 06:38 PM
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Default Re: Balance Mod Available for SE:V

AW, your chart is not quite accurate. There are only 5 levels of Fighter Bays (every odd level of Fighters) and so the max capacity is 200kT.

Before I had Small Engines store 25 supplies and use 1 supply - but that had to be changed because the Supply Conservation racial trait would round that down to 0, so I bumped it up 50 supplies and 2 usage.

Anyhow I am working on a slightly modified system for fighter supply. I'll post about it later.
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  #73  
Old October 20th, 2006, 06:57 PM
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Default Re: Balance Mod Available for SE:V

Woops I forgot something else I wanted to add. Note that fighters do retain their own supply storage as well in addition to the carriers storage - so the usage isn't as dramatic as illustrated.
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  #74  
Old October 20th, 2006, 07:01 PM

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Default Re: Balance Mod Available for SE:V

Kwok, see my note about PD? I've played with it some more, still seems like they either fire too fast or are too accurate.
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  #75  
Old October 20th, 2006, 07:13 PM
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Default Re: Balance Mod Available for SE:V

Patch 1.07 had a PD fix for time rates that has seemed to post the overall effectiveness of PD and I haven't had much time to experiment under it yet.
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  #76  
Old October 20th, 2006, 07:44 PM

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Default Re: Balance Mod Available for SE:V

Kwok,

I changed some values for PD in Components (
Name := Point - Defense Cannons
):

Weapon Reload Rate MS Formula := 1000

and

Weapon Bolt Speed := 0.06

These seem to work better. I did 3 missile frigates (2 L2 capitals each) vs 2 PD ships ( 4 L1 PD's each ). The PD ships held off initially, but missiles started to get through, which seems appropriate in that case.

I wonder if the Reload time should also take the level into account.
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  #77  
Old October 20th, 2006, 08:14 PM
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Default Re: Balance Mod Available for SE:V

So it turns out it was a simple error in percentage that was preventing the AI from putting PD on Frigates! Anyways, I also have the AI designing and in theory building dedicated PD ships. I'll need to run a quick AI game to see exactly what they are up to.

Regarding PD rates - I'll probably keep them the same. However, I'm going to increase their damage min-max range. The reasoning behind this is that missiles come in stacks and if you're going to reduce the fire rate then you're only ever going to hit the first missile and the second will always get through etc. If you can get one or two shots at each missile with a damage amount that is ~50% able to destroy the missile in one hit you'll get situations where sometimes the missiles are stopped or sometimes they leak through. This was how it was working more or less prior to the 1.08 patch.
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  #78  
Old October 20th, 2006, 08:18 PM

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Default Re: Balance Mod Available for SE:V

If the PD range is good, it will get to fire at the missiles more than once too.

I'll experiment when you put it out.
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  #79  
Old October 20th, 2006, 09:53 PM
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Default Unrecoverable fighters

bug: Fighter bays do not recover fighters from space, they only launch them.

I like the way fighters are launched per bay on a timer! That's major cool. It requires planning a strike so that carriers approach the target until empty, so that fighters can overpower defenses.
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  #80  
Old October 20th, 2006, 10:25 PM

Desdinova Desdinova is offline
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Default Re: Balance Mod Available for SE:V

Captain Kwok how did you get the components seperated by category instead of just alphabetized? I have tried rearranging the components to my preference in the components.txt file but they still end up alphabetized. Is there another file i need to modify?
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