.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 2nd, 2001, 03:44 AM

Sinapus Sinapus is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
Sinapus is on a distinguished road
Default 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?
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
Reply With Quote
  #2  
Old June 3rd, 2001, 04:14 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default 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).]
Reply With Quote
  #3  
Old June 4th, 2001, 01:55 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default 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....
Reply With Quote
  #4  
Old June 4th, 2001, 07:55 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default 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)!
Reply With Quote
  #5  
Old June 4th, 2001, 03:09 PM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default 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
Reply With Quote
  #6  
Old June 5th, 2001, 05:29 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default 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?
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.