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April 13th, 2007, 12:25 AM
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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 v1.06 Discussion
I'll probably put in remote mining base support in v1.07. It'll take a bit of time to work out details for how to get SY ships to build them.
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April 13th, 2007, 03:07 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: Balance Mod v1.06 Discussion
remote mining transport ships are passable till you get transports that will fit a space yard.
is it possable to get the AI to retro build?
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April 13th, 2007, 10:45 AM
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Corporal
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Join Date: Apr 2007
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Re: Balance Mod v1.06 Discussion
What about mining sats?
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April 13th, 2007, 10:59 AM
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Sergeant
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Join Date: Nov 2006
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Re: Balance Mod v1.06 Discussion
Can you add better Fighter support to the BM?
Making the roles as Bomber, Fighter and Intercepter more distinct.
IE.....When you create a fighter its labeled as one of the 3 choices, so that it can be given different general orders (range, priority targets, etc). Its not really a programming issue, but just a new subclass for the fighters. Like Attack ship versus defense ship.
I haven't looked at this in game, yet. Just started a new PBW game (1.33 BM1.05) on turn 5'ish. If this was added then sorry for the post! :-)
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April 13th, 2007, 12:46 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod v1.06 Discussion
Kwok,
Any plans to push some of the logic (or modifiers) that deal with what kind of ship to build out to the race files? Right now, in order to make a more custom race, it seems like you'ld have to modify the core functions to add special cases for those races.
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April 13th, 2007, 01:00 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod v1.06 Discussion
The races are actually more distinct than you think. The early game where everyone still has DUC or CSM is misleading... once you get to the mid-game, the AI races will really start to differentiate in terms of weapon choices, preferred design types, and diplomacy. Of course, there's always more work to be done - which includes more varied designs, different speech files, and changes to play styles.
It's up to the player to design their fighters for the roles. Players have reported back to me the various merits of different fighter designs from torpedo bombers to direct fire light fighters etc. You can set your strategies accordingly for the design type to maximize their potential. I can add a few more design type names for fighters though, since they're needed by the AI to mix up their fighter usage.
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April 13th, 2007, 01:30 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod v1.06 Discussion
Kwok,
Say I want to make a race that makes a lot of kamacazi ships, how do I do that from the race files?
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April 13th, 2007, 01:35 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod v1.06 Discussion
I use boolean variables to set whether or not a race will use a certain design type, such as kamikaze attack ships. Currently only a few races are set to use kamikaze attack ships, such as the Xi'Chung, but you won't really see them in significant numbers unless they are on the defensive for a number of turns in a row.
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April 13th, 2007, 01:45 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod v1.06 Discussion
I saw the demand variables, if they were accessible from the race files, we could influence the kind of ships they build, right?
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April 13th, 2007, 01:48 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 v1.06 Discussion
In theory I could create a text file that is read by the AI script to get demand values for an AI. That would require no re-compiling scripts on behalf of a player who edited the data file. I wouldn't mind doing something like that in the future.
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