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  #1241  
Old November 4th, 2007, 11:27 AM
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Default Re: Mines, Treaties, and Cluster Bombs

Not sure how you got Attack Drones to add tachyon sensors... I tried all 3 drone sizes and didn't see tachyon sensors added...

The double basic sensor was because I forgot to tell you about another line to change, but since then I deleted it, because it wasn't needed.

The attached file should work ok.
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File Type: txt 561663-Script_AI_DesignCreation.txt (116.0 KB, 135 views)
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  #1242  
Old November 4th, 2007, 01:44 PM
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Default Re: Mines, Treaties, and Cluster Bombs

Nitpick: AIs seem to use rather a lot of support and resupply ships now, larger fleets have as many freighters as combat ships.
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  #1243  
Old November 4th, 2007, 01:54 PM
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Default Re: Mines, Treaties, and Cluster Bombs

Thank you again Kwok: now the recon sats are o.k.

One suggestion: you use stealth and scattering armor but not emissive armor in your designs. I defined another "emissive armor" variable and included this in the AI design file. As far as I see now, I can make AI designs use all 4 (non racial) armor types together.
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  #1244  
Old November 4th, 2007, 05:14 PM
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Default Re: Balance Mod

I typically use 3 of the 4 normal armor types. The actual choices vary by empire. It was mostly a hedge for smaller ships at the time.
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  #1245  
Old November 7th, 2007, 01:48 PM

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Default Re: Balance Mod

BM version 1.11 log:
10. Changed - Removed fighters and troops from target types for Small Rocket Pods and Small Anti-Matter Torpedoes

In my game I launch an troop invasion on Cue Cuppa's planet. He send tons of troops with small-APB which cannot target troops now. That would be strange but anyway I got that planet
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  #1246  
Old November 7th, 2007, 03:20 PM
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Default Re: Balance Mod

Yeah, that was a mistake. It should have been Small Anti-Matter Torpedoes (which is still targeting troops and fighters) and not Small Anti-Proton Beam. Last time I do a search with a partial string.
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  #1247  
Old November 7th, 2007, 10:12 PM

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Default Re: Balance Mod

Are there supposed to be six levels of warp point creator?
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  #1248  
Old November 7th, 2007, 11:29 PM
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Default Re: Balance Mod

Yes. They increase in the maximum distance you can make a warp point to.
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  #1249  
Old November 12th, 2007, 09:05 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Balance Mod

I've recently started a new BM 1.11 game and noticed that the descriptions of seeker attributes do not match their actual attribute very well. The Seeking Parasite, Power Lamprey, and Crystalline Torpedo are described as moving at 40 km/s but actually move at 50 km/s for example. (And, btw, shouldn't a 'torpedo' be much faster than a 'missile' type seeker?) The damage resistance formula for the CSM is different between the description and the actual attribute, as well. Apparently this will only result in a slight (and not increasing) error in this case. Maybe you should check all the various description formulas and make sure they are in synch.
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  #1250  
Old November 12th, 2007, 09:46 PM
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Default Re: Balance Mod

I thought I updated the descriptions when I boosted the missile speeds a few versions ago. Oh well.

Torpedoes are generally faster than missiles, with the exception of the Crystalline Torpedo.
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