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June 2nd, 2001, 03:44 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Updated Klingons, Romulans, Shadows and Borg variant
What's the "Ship of the Line" entry in place of the Kamikaze Attack Ship? Will the AI build them, or is it something you're placing in for a future development?
If I put those two filler tech entries in other AI research files at approximately the same place will it help their research as well, or will I have to carefully move other entries around to make it synch up correctly?
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June 3rd, 2001, 04:14 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Updated Klingons, Romulans, Shadows and Borg variant
Ship of the Line was a mod I was working on a while back to have the AI suddenly produce lots ships once it achieved battlecruiser tech. Unfortunately, the computer defaulted to the AI_Default files for Kamikaze ships under 600 kT so it went know where.
None of my races actually utilise Kamikaze Ships so these abandoned mods have no effect.
Filler Tech can be added safely to any of the standard races (see my ResearchDesign mod), but, I'm not so sure about the ones on modpack (most of the designers have designed them with a 4 item queue in mind - eg some files have follow on techs four techs later and the inclusion of Filler Tech in this case would only add further delay to research).
Regards,
GE
[This message has been edited by God Emperor (edited 03 June 2001).]
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June 4th, 2001, 01:55 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Updated Klingons, Romulans, Shadows and Borg variant
Updated DesignCreation files for Romulans, Klingons, Shadows and Borg Variant
Have done a bit more work on fighter design for these files. Wasnt happy with the previous Version. Also deleted a duplicate Boarding Ship entry....
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June 4th, 2001, 07:55 AM
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Colonel
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Join Date: Jan 2001
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Re: Updated Klingons, Romulans, Shadows and Borg variant
God Emperor you chose "maximum weapon range" for the attack ships. Do you have any good results with that? In my experience this gives a very poor combat performance, because your ships will just not do enough damage. And by the way it's not very typical of the Klingons (it's a good day to die)!
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June 4th, 2001, 03:09 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: Updated Klingons, Romulans, Shadows and Borg variant
Q,
I chose Max Weapons Range in order to make them less susceptible to missile dancing -in Max Weapons Range, the AI seems to dart in and out more, whereas in Optimal Firing Range they seem to charge in a bit more and get glassed.
Am at turn 72 in a game where I am just at war with the Shadows (who have the same strategy) so I should get a good feel for whether Max Weapons Range delivers what I was after.
I welcome any further observations you may have.
Regards,
GE
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June 5th, 2001, 05:29 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Updated Klingons, Romulans, Shadows and Borg variant
Regarding combat strategy for Klingons: there's a strategy called the "Klingon Saber Dance" I heard about in Star Fleet Battles (that's the third time I've mentioned SFB today... hmmmm...). Anyway, the idea is that the Klingons would keep the enemy close enough to do decent damage, but far enough away to stay out of point-blank range. It sounds mostly like "Optimal Weapons Range", except that the secondary strategy for Optimal is Point-Blank. The Klingons would use a modified Version that would keep them always at "Optimal"; or maybe even "Maximum" range as primary, with "Optimal" second?
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