.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV

Reply
 
Thread Tools Display Modes
  #81  
Old August 12th, 2008, 07:53 PM
Ironmanbc's Avatar

Ironmanbc Ironmanbc is offline
Sergeant
 
Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
Thanked 3 Times in 3 Posts
Ironmanbc is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3

Quote:
Originally Posted by PvK View Post
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
so... can we get 3.07 and playtest it

or whatever ver. 3.xx you up to now????
Reply With Quote
  #82  
Old August 31st, 2008, 07:30 PM
Ironmanbc's Avatar

Ironmanbc Ironmanbc is offline
Sergeant
 
Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
Thanked 3 Times in 3 Posts
Ironmanbc is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

PvK??????

could ya pause modding Dominions for a bit and post Version 3.0.7 so (we who are waiting )can play it.
Reply With Quote
  #83  
Old September 14th, 2008, 08:30 AM
Ironmanbc's Avatar

Ironmanbc Ironmanbc is offline
Sergeant
 
Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
Thanked 3 Times in 3 Posts
Ironmanbc is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

am I the ONLY one that is waiting for an update (speak up if anyone else want PvK to post an update) please
Reply With Quote
  #84  
Old September 15th, 2008, 05:04 AM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

No, you're not alone ...
Reply With Quote
  #85  
Old September 15th, 2008, 11:15 AM
PsychoTechFreak's Avatar

PsychoTechFreak PsychoTechFreak is offline
First Lieutenant
 
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
PsychoTechFreak is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

Three.
Reply With Quote
  #86  
Old September 21st, 2008, 02:19 AM
Black_Knyght's Avatar

Black_Knyght Black_Knyght is offline
Captain
 
Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
Black_Knyght is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

Four !!!
__________________
Run if you like, you'll only die tired....

Reply With Quote
  #87  
Old September 28th, 2008, 09:43 PM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

Five!
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
  #88  
Old September 30th, 2008, 03:47 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

I've been up to a lot of other stuff and barely able to figure out this new version of the forum software to find this thread. I'll try to figure out how to get this one to email me like the last one did when someone posts something.

So... yes, I can cobble together a version... in less time than it took me to reply to Ironmanbc's inquiry ... at the moment though I'm doing some quality consulting on another game, and about 12 other people also want my time this week, but yes, I promise to make a beta version for people to play with and give me feedback. In fact, that'd be a great way to get the next version out, because I want to figure out some balance stuff and I would love others to experiment and/or opine about the things I want tweaked.
Reply With Quote
  #89  
Old September 30th, 2008, 10:15 AM
Ironmanbc's Avatar

Ironmanbc Ironmanbc is offline
Sergeant
 
Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
Thanked 3 Times in 3 Posts
Ironmanbc is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

ya i know it takes a little while to get used to the new layout but i'm getting better at it as will everyone else
Reply With Quote
  #90  
Old November 18th, 2008, 10:41 AM
Ironmanbc's Avatar

Ironmanbc Ironmanbc is offline
Sergeant
 
Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
Thanked 3 Times in 3 Posts
Ironmanbc is on a distinguished road
Default Re: Attempting to improve the AI for Proportions 3.05

I think Pvk forgot about us

I hope there is an update for Proportions
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:14 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.