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May 15th, 2001, 05:57 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Pirates & Nomads update
quote: while the AI is still on PShield Vs
The AIs aren't programmed to research shields past lev 10, so they will almost never get Heavy Shields.
In my story game, the Jreanar must have picked up heavy shields from an ancient ruins, and its really messed with their designs. They still try to fit 5 shield generators on their DNs, but end up with only 3, and skimp a bit on weapons & other defences
They're still tough to kill, though.
How many slave yards do you have operating? And how often do you manage to capture a ship?
What kind of maintenance rate are you paying?
I would suggest fighters & sats as a good investment, if you give a carrier a boarding party, the fighters can do the dirty work, and the carrier can capture the ships.
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May 16th, 2001, 10:39 PM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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Re: Pirates & Nomads update
Ah, so that's why they haven't gone to Heavy Shields... I might have to go in and tweak the AI files (I'll be sure to send them to you, to check/add in the mod), even if it won't matter since I'm about to plague the AIs Last remaining homeworld....
Well, for slave yards... I was planning to build enough value improvement plants so that when I scrapped the research facilities (one at a time) and built the slave yards I would have 250% in each resource when the Last one was finished. I then cursed for a long time when I discovered planet value doesn't affect them  So right now I have five or six slave yards, I was going to start scrapping research centers and building them on every world when I started to lose minerals faster than I could convert, then I captured an AI SYS. So I now have a BattleStation mineral miner over a planet/moon with 270% or so minerals, to be finished in two turns, and another to be built at a similar planet/moon 9 turns after that, solving my resource problem. I usually get about 1 DN/turn, a ~3000 mineral scrap on site, ~15000 if I take it in to the recycler (not often, since they're usually fairly damaged, with low supplies, and it's a 5 turn trip with an intact ship, and several "rogue" DNs along the way), it's getting fewer now as my ships are just blowing them up. I forget maintainance, but it won't be a problem soon
I already have fighters doing guard duty, mostly in home systems, with one group guarding a miner in hostile territory... 30 with 3xsDUC have taken out three DNs  I only have three satellites in my whole empire, both are 1xCompCore, 1xHyperOptics, 1xStealthArmor, one in home system, the other cloaked in the system with fighters/miner. I never bothered with full fleged production of fighters (I don't think I have more than 100), I had to focus on mines in the early part of the game, and then ships became faster/cheaper than fighters w/ carrier.
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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May 16th, 2001, 11:30 PM
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Shrapnel Fanatic
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Re: Pirates & Nomads update
Sounds good. How big is your empire?
It may be worth sending two or three ships across the galaxy to start up a second base, with fresh aliens to steal from. It'll double your income after all!
Are you making any use of the "Pirate Hoard" facility? You can get a ton of storage out of it, real cheap.
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May 17th, 2001, 10:35 PM
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Lieutenant Colonel
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Re: Pirates & Nomads update
It's a test game actually, only one custom AI in a small quadrant
My next game will probably be five custom AIs (I'll go in and tweak the files, + custom racial traits), and 3 or 5 starting planets this time, in a large quadrant. Might even try my hand at writing something for Game Stories (I explain the multiple planets as my pirates coming upon a peaceful researching race, and offering protection in return for construction abilities and technological advances  )
At the time the game ended, I had three systems with homeworlds, no "colonies" (I thought I didn't check the boxes for only colonize planet type/atmosphere, but I guess I did). Then I had remote bases mining in four systems (4 SS, 1 BS), and ships mining in two asteroid systems (1 ES, 1 DN). Could have had more but it was only going to be a few turns until all the AI population died from Plague
I had built two Pirate Hoard facilities, never really had enough resources to store in anything more than that 
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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May 17th, 2001, 11:49 PM
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Shrapnel Fanatic
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Re: Pirates & Nomads update
quote: My next game will probably be five custom AIs (I'll go in and tweak the files, + custom racial traits)
P&N v1.6 will give you the ability to use solar sails without main engines, giving ships with unlimited range early on. You may wany to consider a low-maintenance AI that will use this to create a huge, wide ranging fleet of slower ships (and lots of space for weapons & shields too!)
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May 18th, 2001, 12:29 AM
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Private
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Re: Pirates & Nomads update
quote: Originally posted by suicide_junkie:
P&N v1.6 will give you the ability to use solar sails without main engines, giving ships with unlimited range early on. You may wany to consider a low-maintenance AI that will use this to create a huge, wide ranging fleet of slower ships (and lots of space for weapons & shields too!)
Great, now someone needs to come out with a space sailing ship shipset! Ive tried to make one, get frustrated really quick.
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May 18th, 2001, 12:42 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Pirates & Nomads update
BTW, this addition has just passed final testing. It is in!.
Now, I just gotta make sure the AIs dont use six solar sails instead of engines 
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