View Full Version : Modding and ship tonnage
DimmurWyrd
November 24th, 2003, 08:16 AM
doh! glad I caught that... put a t instead of a p up there in the title... oops!
Anyhow lol I just was wondering if I globally increase ship tonnage maximums if the AI will use that or if it will just be a form of cheat (i.e. will it scale the game instead of making it too easy.)
Suicide Junkie
November 24th, 2003, 01:37 PM
To a point, it will.
The AI uses a set % of its tonnage for shields and armor, but weapons will hit the slot limits, and there are only so many choices for random "extra components" to add.
For modest changes, the AI will adapt. Doubling the size of ships would require adjustments to more of the settings. (Use bigger guns, add more shield regenerators, repair bays, sensors, maybe fighter bays, etc)
DimmurWyrd
November 25th, 2003, 05:54 AM
Thanks... was hoping I could do just that (double) hehe... Mostly I just like the idea of overstuffed ships full to bursting with nasty deadliness http://forum.shrapnelgames.com/images/icons/icon7.gif
dHay
November 25th, 2003, 06:52 AM
Just add 4 toxic injectors to your ship.
Takes out cruisers in one hit... http://forum.shrapnelgames.com/images/icons/shock.gif
The current balance on missile weapons is a little broken. Mostly to do with point defence only targetting the first missile, irrespective of how many point defence guns you have.
However, too strong a PD will make missiles useless. Given that the average ship can send out a max of 4 missiles in a volley, and you can't easily synchronize the offence from more than one ship, saturating PD is, umm, difficult.
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