|
|
|
 |

September 11th, 2004, 02:01 AM
|
Corporal
|
|
Join Date: Dec 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Making Carriers and Fighters more usefull.
Which of course the AI does almost universally, and I can still own them everytime. Sure I lose alot of fighters, but they don't take up maintenence, so there is really no upper limit to me swarming any size fleet.
And that isn't to say conventional warships are worthless, and I use them in conjuction. However, I can always win with fighters.
But you have to be willing to manage the constuction queues of a hundred planets, manage a transport fleet to get them to the battle fleet, and keep that system safe. I am anal enough to do so, most aren't.
|

September 11th, 2004, 02:07 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Making Carriers and Fighters more usefull.
I could beat the stock AIs with DUCs and Destroyers... the AI is not all that great. Try human opponents. http://www.pbw.cc
|

September 11th, 2004, 11:03 AM
|
Corporal
|
|
Join Date: Dec 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Making Carriers and Fighters more usefull.
Now that is something that I definetly don't have the patience for...
The bane of all such games is the time MP consumes.
|

September 11th, 2004, 11:30 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Making Carriers and Fighters more usefull.
What we are trying to do is get the mod to focus more on the use of fighters and carriers than on bigger badder ships.
We have removed the PDC from use with ships, replaced it with anti - fighter missiles. (if they work), and given the PDC to the fighters. (If that will work).
CNC wanted to keep the mod basic, no major design changes that would require extensive modding of the AI. I agree, why whip a dead horse. I am sure as time goes on and the mod becomes more of reality than it currently is, QNP and other concepts will be adopted. But with QNP and seperation of engine abilities comes the daunting task of AI editing and modding. And I really don't have to mention how much of a PITA this is.
Right now we have a basic mod working. Its playable and not that much differant from stock say for some new racial triats and technologies.
Cloaking technology is now a racial trait as is gravitational technology.
I wish CNC would not have posted here about the carrier fighter issue until we had more time to work on the ideas. But what is done is done. Now we have to sift through the Posts for things that we can use.
I do ask myself this daily, why bother? I mean anything we do now is kinda pointless given the fact that in a very short time the focus will change toward SEV.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

September 11th, 2004, 01:06 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Making Carriers and Fighters more usefull.
Quote:
Atrocities said:
But with QNP and seperation of engine abilities comes the daunting task of AI editing and modding. And I really don't have to mention how much of a PITA this is.
|
For just QNP, it takes only a few minutes. If you set up the QNP in the "standard" way, like it is in Pirates and Nomads Mod (ion engines have 3 standard movement, all more advanced engines have 1 more MP per level), or even if it is a bit non-standard, you can use SJ's AI Patcher and the QNP option to patch all of the AI files to make them QNP rather than stock-like propulsion. It is available on http://www.geocities.com/hohoho611ca/pirates.html . Setting up the reactors would be a bit trickier, but you can fake it by using the AI Patcher, then replacing the Standard Movement ability in the AI files with the Supply ability, or an AI tag, depending on what is used. Then, apply the AI patcher again. Voila, all the AI will now add the same number of engines and reactors to ship designs, all in a nice QNP format.
Quote:
Cloaking technology is now a racial trait as is gravitational technology.
|
Cloaking? Erm... that sounds like it could be unbalancing... Are all forms of cloaking restricted to this racial trait? How about cloak scanners?
Quote:
I do ask myself this daily, why bother? I mean anything we do now is kinda pointless given the fact that in a very short time the focus will change toward SEV.
|
Probably at least a year... that is plenty of time for some PBW games to run their lives.  Also, it shouldn't be too hard to adapt mods to SE5 format, so the groundwork done now will help when making the mod for SE5... Some kind soul will probably even write a program to convert mods from SE4 format to SE5 format. 
|

September 12th, 2004, 11:24 AM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Making Carriers and Fighters more usefull.
At... I am working on some ideas for the upcoming cool game i am running...
So perhaps some IM between you and I and CNC....
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

September 12th, 2004, 09:57 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Making Carriers and Fighters more usefull.
Cool. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

September 11th, 2004, 12:59 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Making Carriers and Fighters more usefull.
Quote:
Patroklos said:
Now that is something that I definetly don't have the patience for...
The bane of all such games is the time MP consumes.
|
With most games you just play one turn a day, or every other day. It does not take much time at all...
|
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
|
|
|
|
|