.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

Reply
 
Thread Tools Display Modes
  #1  
Old January 22nd, 2001, 12:12 PM

Sinapus Sinapus is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
Sinapus is on a distinguished road
Default Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

Ow, ow, ow. Now I'm glad I have only one warp point with 200+ mines (and growing, oh yes I'm stacking more) blocking their way in.

First, my congratulations on getting them to add more point defense to their designs. Second, those heavy mount phased-poleron beams are -nasty- against fighters. I may try to whip up a "small phase shield" component for fighters in vengeance.

I'm currently playing a game with a cluster quadrant. I have three clusters. Currently, the Sergetti and Terrans are attacking me. So I started laying mines and when I got a cruiser hull, built some space yard ships to put some space stations on the warp points.

Despite the mods the Sergetti have, the Terrans are actually doing much better with minesweeping right now. They've managed to sweep my fields a few times and I need to get bigger minelayers because my current destroyer-sized ones just aren't dropping enough mines to nail the sweepers and still have some left.

Of course, I -think- the Terrans are trapped in that cluster they're in so maybe their AI Research has a flag to encourage mine research while the Sergetti are expanding and apparently attacking the Xi'Chung which might be drawing more of their efforts. (Have a cloaked light cruiser scouting their systems. The Terrans keep mining their warp points and those cruisers are expensive.)

Anyway, nice job.

------------------
--
"What do -you- want?" "I'd like to live -just- long enough
to be there when they cut off your head and stick it on a
pike as a warning to the next ten generations that some favors
come with too high a price. I would look up into your lifeless
eyes and wave like this..." *waggle* "...can you and your
associates arrange that for me, Mr. Morden?"

[This message has been edited by Sinapus (edited 22 January 2001).]

[This message has been edited by Sinapus (edited 22 January 2001).]
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
Reply With Quote
  #2  
Old January 22nd, 2001, 06:49 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

So try playing against them WITHOUT mines next time. There's a new restriction on mines coming soon. There will be a limit on how many you can place in a sector. Settable, of course, but still... it's another way to limit the power of mines.
Reply With Quote
  #3  
Old January 22nd, 2001, 09:16 PM
Daynarr's Avatar

Daynarr Daynarr is offline
Lieutenant General
 
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
Daynarr is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

Thanks Sinapus.
The Terrans main research goals are Missiles and Mines (they go for Mines level 3 very fast) and that is why they do better job in sweeping. Sergetti should build more sweepers than Terrans, but unfortunately at this moment AI doesn't fleet sweepers together so it is of little use for Sergetti.

BTW. new Version of this mod is coming right up.

Baron, that is great news. It will allow us to play against AI without having one hand tied behind our backs. At least we will be using mines again.

[This message has been edited by Daynarr (edited 22 January 2001).]
Reply With Quote
  #4  
Old January 22nd, 2001, 09:18 PM
Tampa_Gamer's Avatar

Tampa_Gamer Tampa_Gamer is offline
Captain
 
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
Tampa_Gamer is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

Hey Daynarr -we are in the process of getting the Mod Pack #1 ready. Do you still want to e-mail me those files?
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
Reply With Quote
  #5  
Old January 22nd, 2001, 09:25 PM
Daynarr's Avatar

Daynarr Daynarr is offline
Lieutenant General
 
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
Daynarr is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

I am just preparing to send you mail. You will get it before I post it here.
Reply With Quote
  #6  
Old January 23rd, 2001, 05:31 PM

Sinapus Sinapus is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
Sinapus is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

quote:
Originally posted by Baron Munchausen:
So try playing against them WITHOUT mines next time. There's a new restriction on mines coming soon. There will be a limit on how many you can place in a sector. Settable, of course, but still... it's another way to limit the power of mines.


Oh? Hopefully that number won't be lowered to something like 10. Crippling something in the game because you have problems with the AI learning the correct strategy doesn't make it very fun. Maybe have the all of the AI empires research mines as was mentioned about the Terrans earlier on this topic will help because they -will- send a good minesweeper that will nail a lot of mines at some point. I'd rather the AI learn to mass minesweepers and/or change orders for fleets to not enter sectors that have mines. I can understand one ship hitting the previously cleared sector, but not an entire procession of ships.

Although I must admit I now use mines to buy time until I can get some space stations set up on the warp point.


------------------
--
"What do -you- want?" "I'd like to live -just- long enough
to be there when they cut off your head and stick it on a
pike as a warning to the next ten generations that some favors
come with too high a price. I would look up into your lifeless
eyes and wave like this..." *waggle* "...can you and your
associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
Reply With Quote
  #7  
Old January 23rd, 2001, 08:52 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

quote:
Originally posted by Sinapus:
Oh? Hopefully that number won't be lowered to something like 10. Crippling something in the game because you have problems with the AI learning the correct strategy doesn't make it very fun. Maybe have the all of the AI empires research mines as was mentioned about the Terrans earlier on this topic will help because they -will- send a good minesweeper that will nail a lot of mines at some point. I'd rather the AI learn to mass minesweepers and/or change orders for fleets to not enter sectors that have mines. I can understand one ship hitting the previously cleared sector, but not an entire procession of ships.




Correct, of course, but it's another option. I'm still asking for mines to be given a genuine "to hit" probability. At least if they never get to this I can just disable them and ignore the problem.
Reply With Quote
  #8  
Old January 23rd, 2001, 09:07 PM

Emperor Zodd Emperor Zodd is offline
Sergeant
 
Join Date: Jan 2001
Location: Syracuse,NY USA
Posts: 320
Thanks: 0
Thanked 0 Times in 0 Posts
Emperor Zodd is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

I agree Baron,they should have a to hit probability. Smaller ships should be harder to hit than large ones also.
Reply With Quote
  #9  
Old January 23rd, 2001, 09:13 PM
Tampa_Gamer's Avatar

Tampa_Gamer Tampa_Gamer is offline
Captain
 
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
Tampa_Gamer is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

Agreed.
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
Reply With Quote
  #10  
Old January 23rd, 2001, 11:01 PM

Sinapus Sinapus is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
Sinapus is on a distinguished road
Default Re: Daynar\'s Sergetti Mod. (Or: AAAAAAIIIEEEEEE!!!!)

Hm. Or maybe mines have to be activated or something by a ship/base in that sector? That'd make building other defenses of some sort on a warp point needed to work.

To-hit probabilities are a good idea.

Maybe make a sensor that can detect mines in the same sector and let point defense or normal mount weapons attempt to shoot down the mines. -THEN- go resolve the minesweeping attempt. I mean, mines can be placed in tactical combat. Why not try to shoot them if you can?


------------------
--
"What do -you- want?" "I'd like to live -just- long enough
to be there when they cut off your head and stick it on a
pike as a warning to the next ten generations that some favors
come with too high a price. I would look up into your lifeless
eyes and wave like this..." *waggle* "...can you and your
associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
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 04:13 PM.


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