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  #1  
Old March 25th, 2006, 11:31 AM
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Default Re: Big ship supremacy... Can little ships keep up

The main problem is that you can only really make about 4 or 5 ship types for the AI to use as combat ships. This makes it very difficult to have the AI build a variety of sizes through an entire game in addition to having it design ships with different roles (i.e. point defense, missile ship, etc).
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Old March 25th, 2006, 12:04 PM

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Default Re: Big ship supremacy... Can little ships keep up

How does the AI determine what the biggest ship available to it is? Tonnage or Tech level? I was thinking that instead of altering the smaller ships, it might be an idea to add in (extra) improved versions of those ships. For example, once you research cruisers, you also get 'advanced escorts'. The AI won't use them though, if it goes for highest tonnage.
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Old March 25th, 2006, 12:18 PM
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Default Re: Big ship supremacy... Can little ships keep up

It goes by the largest allowed size of the last valid entry for a given design type.
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Old March 25th, 2006, 01:05 PM
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Default Re: Big ship supremacy... Can little ships keep up

I might make a Small Ship Masters racial trait for the Masters Mod, and I was wondering what advantages might be good to add to advanced small ship hulls.

faster?
cheaper?
stealthy?
+defense?
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Old March 25th, 2006, 03:35 PM

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Default Re: Big ship supremacy... Can little ships keep up

I'd go with faster, extra defense and extra abilities.

Example:

Name := Escort
Short Name := Escort
Description :=
Code := ES
Primary Bitmap Name := Escort
Alternate Bitmap Name := Escort
Vehicle Type := Ship
Tonnage := 150
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Number of Abilities := 5
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 60% harder to hit in combat.
Ability 1 Val 1 := 60
Ability 1 Val 2 := 0
Ability 2 Type := Phased Shield Generation
Ability 2 Descr := Advanced hull design incorporates a phased energy matix.
Ability 2 Val 1 := 100
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Offense Plus
Ability 3 Descr := Advanced targeting system increases chance of hitting enemies.
Ability 3 Val 1 := 25
Ability 3 Val 2 := 0
Ability 4 Type := Emissive Armor
Ability 4 Descr := Advanced hull design is resistant to damage.
Ability 4 Val 1 := 30
Ability 4 Val 2 := 0
Ability 5 Type := Extra Movement Generation
Ability 5 Descr := Lightweight composites enable faster movement.
Ability 5 Val 1 := 7
Ability 5 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 3
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Unless I've misunderstood how to apply some/all of these abilities, this would result in an 'Advanced Escort' with a 60% defense bonus, 100 phased shields, 25% attack bonus, immune to weapons doing less than 30 damage, and a movement of 10 using (a max of) 3 engines (assuming ion engines).

Probably over-powered but just an example after all.
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Old March 25th, 2006, 05:50 PM

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Default Re: Big ship supremacy... Can little ships keep up

Hey Star Shadow, thats a great idea! Later on down the tech tree for ship contruction we could have advanced hulls come out. That's be very cool if we restrict like the Dreads and Juggernoughts. Have it Battleships and on down...

Then again... as suicide junkie said, the AI would build BB's and that'd mean human players would only reap the benefits of adv hulls... Hrmmm
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  #7  
Old March 25th, 2006, 06:32 PM
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Default Re: Big ship supremacy... Can little ships keep up

Make it a multi-player only mod and add stuff the AI can't do.
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