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April 9th, 2003, 09:27 PM
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Sergeant
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Location: Dallas, tx
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Re: AI Campaign => For a Challenging AI opponent
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Agreed, on the time involved to build yards and the way the Repair Base Stations is now.
In the next upgrade Base Repair bays will be at se4 default and then much faster to build.
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i actually like the mtc reduction of the repair bays thats why i suggested reducing the mtc bonus on the starbase itself instead of removing it from the repair bay. i am not overly concerned about the time to build a station as it would take several years to build one that far away from home. and the only time it really takes forever is if you are building a base spaceyard whichs adds about 1.5 yeas, the repair bays add only 8 turns each with one. most of the starbases i build are for defense and only have 1 repair bay and lots of weapons. the spacedock is usually around a planet and there i get the extra build bonus of the planet to help reduce the time.
edit: look at how long it took them to build the babylon stations.
[ April 09, 2003, 20:29: Message edited by: desdinova ]
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The vastness of space and time, and I end up here?
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April 9th, 2003, 09:32 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
guess i am into this mainly as a way to play sci-fi shows and games than just to defeat the other races. i guess i am influenced more from all the years spent in scifi and fantasy rpg and tv shows that most people in this.
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The vastness of space and time, and I end up here?
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April 9th, 2003, 09:34 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign => For a Challenging AI opponent
I am a slow typest, I just finished my Last Post, while you place two
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April 9th, 2003, 09:36 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
*************
Agreed, on the time involved to build yards and the way the Repair Base Stations is now.
In the next upgrade Base Repair bays will be at se4 default and then much faster to build.
*************
i actually like the mtc reduction of the repair bays thats why i suggested reducing the mtc bonus on the starbase itself instead of removing it from the repair bay. i am not overly concerned about the time to build a station as it would take several years to build one that far away from home. and the only time it really takes forever is if you are building a base spaceyard whichs adds about 1.5 yeas, the repair bays add only 8 turns each with one. most of the starbases i build are for defense and only have 1 repair bay and lots of weapons. the spacedock is usually around a planet and there i get the extra build bonus of the planet to help reduce the time.
edit: look at how long it took them to build the babylon stations.
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Lets Play test Bases it at -50% and see.
I will start my next game with it after I finish this fighters test.
[ April 09, 2003, 20:37: Message edited by: JLS ]
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April 9th, 2003, 09:37 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
i dont mind the increase. since you have a cultural center for the other racial traits then we can try to make one for the organic that will help offset this increase.
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The vastness of space and time, and I end up here?
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April 9th, 2003, 09:40 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
i have to get ready for work. i will load the 2.02 onto laptop and see what i can do tonight. hopefully we wont be as busy as we were Last week, so i can give you some feedback.
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The vastness of space and time, and I end up here?
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April 9th, 2003, 09:42 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
i dont mind the increase. since you have a cultural center for the other racial traits then we can try to make one for the organic that will help offset this increase.
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Ok, then
Lets give an Organic Base Yard and -50% Bases a test in our next game.
Do you think the Organic BSY should get a small bonus on Organic Production?
And this all should be just available for the Human Player, what would you say?
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April 9th, 2003, 09:43 PM
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Lieutenant Colonel
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Join Date: Feb 2003
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
i have to get ready for work. i will load the 2.02 onto laptop and see what i can do tonight. hopefully we wont be as busy as we were Last week, so i can give you some feedback.
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Great, THANKS
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April 9th, 2003, 09:46 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
in one of my present games i am cheating. i made the racial abilities cost 0 and have selected all the racial abilities plus emotionless, but have not increased any of the abilities so they are all at 100%. i am doing this to see how all the different techs work without having to start new games. it takes forever to research all the racial techs but it is giving me a better understanding of how everything compares. normally i just read the text files but thig gives me a much better feel for the components and facilities. it has shown me that other than the weapons and armor that there is not much for organic races.
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Interesting, let us know how you make out.
[ April 09, 2003, 21:11: Message edited by: JLS ]
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April 9th, 2003, 10:12 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by desdinova:
it has shown me that other than the weapons and armor that there is not much for organic races
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The Organics Parasite Missile is a great weapon in the opening to mid game, and considering it upgrades in conjunction with other Organic Weapons this should be considered as a powerful strength for that dual attack option.
I always felt the Crystals had the edge, with the Primary Racial Choice.
Now with Plate Armor, they may have a little more added to that advantage.
I don’t know if we should add any thing to the Organics, but perhaps reduces some others for Balance.
For example, max out the Crystallines Restructuring Plant at 20% instead of the 30%.
[ April 09, 2003, 21:14: Message edited by: JLS ]
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