|
|
|
|
 |

January 28th, 2003, 11:55 PM
|
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: new SEIV patch !!
Quote:
Originally posted by geoschmo:
quote: Originally posted by Krsqk:
"The only thing then is for the cases where you might want both. But the current fix has that problem as well."
Couldn't you just call for the B/LS/CQ abilities as Misc Abilities?
|
Maybe. What I was thinking is though is that the first part of the idea would override that. If se4.exe sees MC in the mics abilities it is supposed to use MC instead of a bridge. BUT, if it sees bridge in the misc abilities farther down the list, it needs to know "Now I want you to use both".
I could see it getting confused and using the Last one requested, or always override with MC. But I am not a programmer. I am sure there's a way around that.
Geoschmo This is not a problem. All you have to do is install a subroutine to remove standard ship control components when the MC is installed. Don't change anything with regard to the standard components. If you DO want both, just put the abilities for the standard ship controls after the call to the MC ability just like you would if you wanted extras in a standard ship.
What would be more interesting is to have supply usage enabled for crew quarters and life support. Then you could have default supply usage for ships if you wanted it, and this would be an extra advantage for the MC as well.
I'd also like to see different effects for crew quarters that let you have more or less 'ample' accomodations for your crews - then you could get better crew morale/performance for good quarters but less space for war machinery, or less crew morale/performance for poor quarters but more space for sheer equipment. You could even have racial advantages/disadvantages involving more or less need for life support equipment in your ships. As it is, we have the usual 'all or nothing' problem. Either you have enough Crew Quarters or not. But I suppose that's a major design change that would be too much for SE IV at this late stage. We'll have to wait for SE V to ask for that.
[ January 28, 2003, 22:02: Message edited by: Baron Munchausen ]
|

January 29th, 2003, 12:57 AM
|
 |
Corporal
|
|
Join Date: Dec 2002
Posts: 132
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: new SEIV patch !!
When playing with AIs, most of us give them some sort of bonus, right? So having them build a MC on colonizers or transports isn't quite as bad as if a human did it.
|

January 29th, 2003, 01:00 AM
|
 |
Colonel
|
|
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: new SEIV patch !!
Quote:
Originally posted by Dralasite:
When playing with AIs, most of us give them some sort of bonus, right? So having them build a MC on colonizers or transports isn't quite as bad as if a human did it.
|
Yeah, we really do have to try and see. People are really worried about the MC on a colonizer, but it is on a one way trip after all. I know, the farther it goes, the more maintenance costs mount up, but what if it doesn't go far?
[ January 28, 2003, 23:00: Message edited by: Arkcon ]
|

January 29th, 2003, 03:53 AM
|
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: new SEIV patch !!
I know, the farther it goes, the more maintenance costs mount up, but what if it doesn't go far?"
It takes longer to build.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

January 29th, 2003, 04:41 AM
|
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: new SEIV patch !!
Not all colonizers are dispatched immediately. The AI files tell the computer to keep a certain number of them available regardless of the availability of planets to colonize. So the extra maintenance will have an impact. But colonizers are relatively rare. It's the use of the MC in all ships that is the real problem. Every population transport, every troop transport, every sat layer, mine layer, mine sweeper. All those ships will be costing much more in maintenance. And the AI already has trouble managing its resouce budget.
[ January 29, 2003, 02:42: Message edited by: Baron Munchausen ]
|

January 29th, 2003, 07:21 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: new SEIV patch !!
I agree. It should be obvious that the master computer ability should have to be called for in the ai design files and not just automatically used in every situation once researched.
Has Aaron been e-mail on this subject?
|

January 30th, 2003, 07:11 AM
|
 |
Captain
|
|
Join Date: Jan 2002
Location: Calgary, Canada
Posts: 858
Thanks: 2
Thanked 0 Times in 0 Posts
|
|
Re: new SEIV patch !!
So a CV on a WP can fire to range 12... So what? Its not gonna hit much at that range. In fact it would be hard pressed to get better than the minimum 1% chance at anything more than range 8 even with the 30% bonus. The ships, on the other hand, rarely miss once they are within range. I'm betting on the ships.
Kim
__________________
Those who can, do.
Those who can't, teach.
Those who can't teach, slag.
http://se4-gaming.net/
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|