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  #1301  
Old December 21st, 2007, 04:58 PM

aegisx aegisx is offline
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Default Re: Balance Mod

Quote:
Captain Kwok said:
The dual missile frigate has been discussed a lot before, the general consensus was that it was more of a strategy issue than anything else.
Hmm, wonder what got censored, as I did not use any inappropriate language.

What were the results of the strategy talks? Large ships become just big targets as they cannot close the distance. Most of the space has to be taken up with PD. There are counter strategies I know, but they just seem to take a large segment of ships out of play.
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  #1302  
Old December 21st, 2007, 05:21 PM

DeadZone DeadZone is offline
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Default Re: Balance Mod

the most effective counter stragegy I can think of, is to have a smaller but faster escort which can close the gap, and is kitted to at least damage the enemy ship enough so it doesnt pose a threat to your main ships
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  #1303  
Old December 21st, 2007, 05:49 PM

aegisx aegisx is offline
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Default Re: Balance Mod

Quote:
DeadZone said:
the most effective counter stragegy I can think of, is to have a smaller but faster escort which can close the gap, and is kitted to at least damage the enemy ship enough so it doesnt pose a threat to your main ships
That is the tough part, as players who use the dual plasma frigates concentrate on plasma missiles and engines.
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  #1304  
Old December 23rd, 2007, 12:58 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod

Fighters or Drones made a good counter versus the frigates. Another consideration was that larger ships have a greater % of space for weapons so they could a similar missile heavy tactic and be more effective since a dual missile frigate has very little in the way of defensive measures.
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  #1305  
Old December 23rd, 2007, 04:48 AM
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Default Re: Balance Mod

There is a problem in BM 1.12 with construction/scrapping:

If the net resources go into negative numbers the AI starts to scrap units like mad even if there are enough resources left in the storage. However the construction of new units continues which leeds to a endless loop that cripples the AI empire.

And mines still are not launched from colonies in attacked systems as far as I see.

Is there a way to see which locations the AI designs as defensive/attack locations? Perhaps the problem lays in the evaluation of the locations.
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  #1306  
Old December 23rd, 2007, 02:25 PM
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Default Re: Balance Mod

A little question :
Is this BM 1.12 specific, or is it a general problem with the new patch?
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  #1307  
Old December 24th, 2007, 01:51 PM
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Default Re: Balance Mod

It depends on the planet size, I've set up smaller (or non-breathable) planets to have smaller mine fields so that larger planets (and breathables) can have much larger mine fields than the previous 100. Defense location planets launch up to 20 per turn if they have 20 or more in cargo, while "core" planets would launch in groups of 40 or more if there not at they max number of mines.

---

The scrap routine is not necessarily to save resources, but to re-new the old units in storage with new designs. It kicks in when maintenance costs are higher than 90% of revenues. I want to add in a few more conditions though to re-fine this point though.
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  #1308  
Old December 24th, 2007, 02:24 PM
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Default Re: Balance Mod

I've posted the updated source scripts and tech chart.
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  #1309  
Old December 29th, 2007, 07:01 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Balance Mod

Just how high is the limit on the number of mines in a sector now? Or has the limit been removed in SE V and I didn't notice? I can't find a reference to it in the settings.txt file anymore. But in my current 1.11 game (nope, haven't upgraded to 1.12 yet) I'm trying to get through a warp point with an insane number of mines on it. I built enough mine sweepers to remove nine hundred mines and they all died when they entered the sector. What would lead an AI to put so many mines on a single warp point anyway?
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  #1310  
Old December 29th, 2007, 10:01 PM
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Default Re: Balance Mod

The limits are not being enforced, but it's supposed to be 100 in the mod according to the data files. The AI might heap a lot of mines at one warp point if it was really the only one designated for protection.
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