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  #71  
Old June 25th, 2008, 04:59 PM
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Default Re: Attempting to improve the AI for Proportions 3

A list of new stuff I added ... between what versions?
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  #72  
Old June 25th, 2008, 09:43 PM
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Default Re: Attempting to improve the AI for Proportions 3

between ver 3.07 to 3.0x that you have planed

we are still waiting for ver 3.07 to come out
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  #73  
Old June 26th, 2008, 03:30 PM
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Default Re: Attempting to improve the AI for Proportions 3

Hey, you actually got me to think about and do a little work on the mod.

Here are some notes on what I've done SO FAR with fighters in 3.0.7 (aka 3.1.0):

Version 3.0 attempted to alter fighter balance and gameplay to require
major research before fighters became as powerful as they are very quickly
in version 2.x. Hitpoints were reduced, the engines and supply reworked,
electronic warfare made expensive, shields changed from damage absorbers
to hit-spoiling deflectors, and rate of fire was halved as a way to get
them to swoop in and out and make anti-fighter fighter designs less
destructive against ships. Well, it added up to a much more of a nerf
than I intended. I finally got around to addressing all of this in version
3.0.7.

I wanted to preserve some of the neat ideas in 3.0, though, and engines
were one. The new combined engine components are nice in that they allow
more engine power to give combat bonuses, which can't be done with
separate components. But it also gave me many components, and I didn't
want a vast number of them to support the whole range of fighter sizes
from 15 to 45 kT. In 3.0 however, this meant very slow larger fighters,
which doesn't make sense. Eventually I decided scale mounts were the
solution. Note that although in terms of actual acceleration, it might
be only proportionally more difficult (and so, entirely possible) to
accelerate a small fighter or a large bomber, the maneuverability would
be harder to achieve, and since SE4 movement is abstract and contains
no way to represent maneuverability other than movement points and to-
hit modifiers, larger fighters and ships are shown as having slower
maximum abstract speeds, to represent this.

With the new scale mounts and fighter engine classes, instead of having the option of putting something like 1 x Ion Engine on a Large fighter, and having it barely move, the low end would be a Light Propulsion system which even on a heavy bomber will be scaled to produce a low end but somewhat reasonable amount of speed.
Code:
  -----------------
Gameplay Changes:
-----------------
* Fighter propulsion reworked. See "Version 3.0.7
fighter rebalance design notes" above for explanation.
* Fighter engine components redefined as Light, Standard, Heavy, etc.
* Engines/move for larger fighters greatly reduced.
* Fighter engine movement points increased.
* Fighter engines now use scale mounts, with different costs and sizes.
* Fighter engine design space reduced.
* Halved cost of titanium fighter armor, and upped its structure by +1.
* Incompetently messed with emissive armor cost/effect.
Does emissive effect ever do anything on fighters?
Need dogfight/interceptor balance review!
---------
Cosmetic:
---------
* Fighter Power Plants categorized as Supply.


And other fighter adjustments, including balance adjustments to firepower, to-hit chances, speed, supply, reduced cost, and removal of so many levels of total-utter-crap fighters at the low end of the tech tree.

Also planned for 3.1.0 is a major balance change to weapon mounts, at least for planetary weapon platforms. As it is, large weapon platforms with mounts and strong combat sensors can become so powerful that large specialized fleets are really required to take out planets efficiently, and it's easy to lose strong anti-ship fleets to a much cheaper investment in WP's. That was originally more or less intentional, but I'd like to tweak that so that it's still possible to have tough planets, but not so cheaply and with not so much accuracy and instant deadliness.

Then 3.0.8/3.2 was planned to have the other features I have wanted to do, including:
* Intel system rebuild to be usable (offense stronger than defense, but little or no sabotage - only/mainly information-gathering).
* Sensor technology reworking for more interesting cloak/sensor competitions.
* Various mine technology ideas.
* Efficient scale mounts for small ship control systems.
* Space-based production & research facilities.
* Possibly improving the AI.
* Probably some other things I'm not thinking of at the moment.

PvK
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  #74  
Old July 7th, 2008, 06:54 PM
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Default Re: Attempting to improve the AI for Proportions 3

* Possibly improving the AI.

That ALWAYS needs improving!!!!
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  #75  
Old July 16th, 2008, 02:20 AM
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Default Re: Attempting to improve the AI for Proportions 3

So, I have been getting back into modding... and getting a lot done modding Dominions 3.

I am entertaining the idea of hitting Proportions mod again, but right now I'm trying to get to a release point for a magic rebalancing mod for Dominions, which is a major task but I'm actually getting somewhat close to having a version 1.0 complete. No promises, though.
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  #76  
Old July 16th, 2008, 09:05 AM
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Default Re: Attempting to improve the AI for Proportions 3

I played the demo of Dominions 3 (it's cool)

but i'm not ready for that yet still have about 20+ games on the go right now.... like:


Diablo II (with Zy-El)
Sid Meier's Civilization 4 Gold
Sid Meier's Railroads! (ya i like his games)
Heroes 3 Complete
Heroes of Might and Magic IV (the dvd ver. with two exapanions that come on the dvd)
1602 A.D (cool game)
Call To Power 2
Patrician III (like 1602 only cooler)
Imperium Galactica 2 (a bit like space empires)
dominions 3 demo
Master of Orion 3 (i bought it the day it came out $69.95 still kicking myself in the butt)
Civilization II Multiplayer Gold Edition
Test of Time (can ya tell i LOVE civ games)
Dungeon Siege I (my sister is playing (MY) Dungeon Siege II
Nexus - The Jupiter Incident - Singleplayer Demo (i missed it when it came out in the stores)
Railroad Tycoon II - Platinum
Settlers IV
Heritage of Kings - The Settlers
World of Warcraft (who doesn't)

and oh ya i have:
Space Empires IV Deluxe
Space Empires V

I don't have Starfury (i missed it in the stores) maybe someday i'll get some money and order it

if this post is a prob with the rules of this forum i'm sorry but i just wanted to post this
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  #77  
Old July 16th, 2008, 11:43 AM
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Default Re: Attempting to improve the AI for Proportions 3

I don't mind the topic drift, particularly as I don't currently have much to say on-topic.

I've played at least as much Dominions as Space Empires by now, which is saying something...

And I'll answer your rhetorical question about who doesn't play World of Warcraft - I don't. I've had my fill just by looking over the shoulder of a few people, looking a little at the design, a few chats with players, etc. You know how I like things to be realistic and in semi-realistic proportions? Well that's why I play Dominions and not Wow, and why I'm even making a balance mod for Dominions...
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  #78  
Old July 16th, 2008, 09:28 PM
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Default Re: Attempting to improve the AI for Proportions 3

World of Warcraft? Never heard of it...

And how do you manage to play all those games at the same time?! I usually don't play more than 2-3 at the same time. For instance it's SEV and SotS for the past two weeks.
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  #79  
Old July 16th, 2008, 11:35 PM
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Default Re: Attempting to improve the AI for Proportions 3

i've had the games going for 3 years now when i get in the mood i load up a saved game and play

and no i don't always remember where i left off or what i was doing but after a few turns i go "oh ya i was doing this"
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  #80  
Old July 17th, 2008, 03:11 AM
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Default Re: Attempting to improve the AI for Proportions 3

Sigh... I usually have to restart a new game, I often just can't get the feeling for that particular game anymore.
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