Tal Odo-ki Posted March 13, 2006 Share Posted March 13, 2006 It's a problem unmodded also. Link to comment Share on other sites More sharing options...
Adonnay Posted March 13, 2006 Author Share Posted March 13, 2006 Yea, it's a problem with the unmodded version as well... the AI only attacks if it has a great chance of success... i.e. only attacks planets with level 2 stations and even that with quite massive forces. If you have a level 4 or 5 station you will hardly ever encounter any attacks. Link to comment Share on other sites More sharing options...
Koci Posted March 13, 2006 Share Posted March 13, 2006 Yea, it's a problem with the unmodded version as well... the AI only attacks if it has a great chance of success... i.e. only attacks planets with level 2 stations and even that with quite massive forces. If you have a level 4 or 5 station you will hardly ever encounter any attacks. Arrghhhhh, game is crushed by stupid AI, I hope Devs know about it. It is hardcoded probably ? Thank You. Best Regards Koci Link to comment Share on other sites More sharing options...
arkodeon Posted March 13, 2006 Share Posted March 13, 2006 I must say, this mod is THE best for EaW right now, the best that no-models can buy. The thought and time that was put into this really shows off; you have one great product here. I will look forward to releases in the future. Link to comment Share on other sites More sharing options...
rocketeer Posted March 13, 2006 Share Posted March 13, 2006 I think the key is in built costs and AI_combat power ... I think its doing a simple comparsion between the combat power of a target and its own. If you have for example a stronger economy then the AI and are massing your fleets at the borders its unlikely that the ai attacks. Of course we could try coding the AI into doing more suicide attacks, but i dont think thats what you wanted . P.S. The ai likes to mass ground troops on planets as defense, maybe its cap is so tight it cant make a fleet big enough to challange your defenses. Link to comment Share on other sites More sharing options...
haard Posted March 13, 2006 Share Posted March 13, 2006 This problem with the AI building lots of crappy ships - I might be very wrong now, but one could try to set AI_Combat_Power lower than the credit cost for starfighters and escorts, and higher than credit cost for the largest captial ships, to see if the AI uses this value when building as well. Link to comment Share on other sites More sharing options...
Koci Posted March 13, 2006 Share Posted March 13, 2006 I think the key is in built costs and AI_combat power ... I think its doing a simple comparsion between the combat power of a target and its own. If you have for example a stronger economy then the AI and are massing your fleets at the borders its unlikely that the ai attacks. Of course we could try coding the AI into doing more suicide attacks, but i dont think thats what you wanted . P.S. The ai likes to mass ground troops on planets as defense, maybe its cap is so tight it cant make a fleet big enough to challange your defenses. Very well put Rocketeer ! Thank You, hmmm...... AI is moddable ? Could be GREAT :-) Best Regards Koci Link to comment Share on other sites More sharing options...
Adonnay Posted March 13, 2006 Author Share Posted March 13, 2006 I must say, this mod is THE best for EaW right now, the best that no-models can buy. The thought and time that was put into this really shows off; you have one great product here. I will look forward to releases in the future. Thanks @rocketeer: A flight of X-Wings has a combat power of 300 and costs 450. A Liberty Cruiser has a combat power of 19000 and costs 19000 credits. To get the power of a liberty with only X-Wings you'd need to buy 64 squadrons (63,333). But that would cost 28800 credits. So the Liberty is much more efficient but still the AI prefers to build fighters. I got no clue why... Link to comment Share on other sites More sharing options...
rocketeer Posted March 13, 2006 Share Posted March 13, 2006 Thanks @rocketeer: A flight of X-Wings has a combat power of 300 and costs 450. A Liberty Cruiser has a combat power of 19000 and costs 19000 credits. To get the power of a liberty with only X-Wings you'd need to buy 64 squadrons (63,333). But that would cost 28800 credits. So the Liberty is much more efficient but still the AI prefers to build fighters. I got no clue why... Yes but the difference is that i dont think the AI has a clue about "saving up to that nice big ship" like a human player has. It probably checks something like: Do i have the money for a ship with big combat power? Negative. Well lets built some fighters ... Its easier to built a few dozen fighters a day, and it also makes a bit of sense, human players do it too, otherwise you would be defenseless while saving up for a big ship. Another possibility would be that there is a hardcoded value somewhere how much money is considered "saved up", for example 15000. If the ai gets more then 15000credits it starts spending them. Just a few ideas about what could be the reason... Edit: I would test that by increasing the income planets provide by 10 times. If the AI still doesnt built capital ships then i would increase the cap by 10 times, if that doesnt work neither cap or credits would be the problem. Knowing that would already help a lot. Link to comment Share on other sites More sharing options...
DCorris Posted March 13, 2006 Share Posted March 13, 2006 hehe, i suggest putting fighters in land battle sand bang, everyone sparks off anyway, im in college so i cant try the latest version, does it have them in? i always imagined that if bespin had a ground level it would be with fighters, like what i suggested and yea, the ai seems a bit stupid at the bets of times, though it can be very cunning Link to comment Share on other sites More sharing options...
Adonnay Posted March 13, 2006 Author Share Posted March 13, 2006 @DCorris: No the Corvette and the TIE-Fighters are not in anymore. I posted a quick guide on how to enable them again though one or two pages before. Link to comment Share on other sites More sharing options...
rocketeer Posted March 13, 2006 Share Posted March 13, 2006 Now that would be quite a idea ... Using fighter for "landbattles" on gas giants. But that practically screams modtools . I think you just have to uncomment some part in the files to 'unlock' the space ships for landbattles, its something that really splits the people here. Some dont like it at all cause they dont consider it canon, others think its nice feature and screw canon , and some think it would be either unrealistic or overpowered. Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 13, 2006 Share Posted March 13, 2006 Some dont like it at all cause they dont consider it canon, others think its nice feature and screw canon , and some think it would be either unrealistic or overpowered. And some think that it's not canon, unrealistic, and overpowered. Link to comment Share on other sites More sharing options...
Adonnay Posted March 13, 2006 Author Share Posted March 13, 2006 @rocketeer: Concerning your balance changes... somehow I got the feeling that the empire lost quite a bit of power in the lower levels. In skirmish I can hardly get my feet on the ground... Nebulons take too long to die to Acclamators which slowly get picked apart by the Corvettes and Gunboats while they try to kill one Nebulon. While this sounds like a good tactic it gets annoying since the Tartans cannot counter the Corvettes. In skirmish we could solve this problem by adding the IPV to the imperials as a little stronger corvette (at least weapons wise) which can also take on the Corellians. But in GC? edit: I just tested the IPV in skirmish... either it is a heap of junk or we did something wrong *g* Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 13, 2006 Share Posted March 13, 2006 Words of caution: Please also bear in mind that some of us play the SP campaign and any changes must also not "screw up" campaign play. thx Link to comment Share on other sites More sharing options...
shadoe Posted March 13, 2006 Share Posted March 13, 2006 Hi I'm playing with this mod and it's very cool but i have a big problem. When playing with rebels, in every campaign and skirmish, 2 icons of every rebel fighter appear in the building options. They have the same stats and the same price. I only have ur mod files. Am I the only one with this problem?? Link to comment Share on other sites More sharing options...
Adonnay Posted March 13, 2006 Author Share Posted March 13, 2006 While it seems you're the only one playing the campaign with my mod it is not your fault that those fighters appear twice. It is indead a bug in the mod Thanks for pointing that out... that happens when you don't test all your changes (and only play skirmish to test the balance). I'll fix that immediately. Link to comment Share on other sites More sharing options...
Adonnay Posted March 13, 2006 Author Share Posted March 13, 2006 Okay, here's the fix (complete download since I don't want to start messing around with patches, makes everything too complicated) - fixes the bug reported by shadoe - give the Assault Friagate the correct health - corrects the gunboats firing arcs - slightly reduces the damage of the Corellian Corvette -> Test Version 008d <- Link to comment Share on other sites More sharing options...
Tal Odo-ki Posted March 13, 2006 Share Posted March 13, 2006 Download link for 8d is bad ... Link to comment Share on other sites More sharing options...
Somerled Posted March 13, 2006 Share Posted March 13, 2006 I have been playing quite a few campaign games as both the Empire and the Rebellion, and it occurred to me that it may make sense to switch from the default single planet starting location. While I like starting from "scratch," so to speak, the game, for both sides, can quickly bog down into a slug fest where the Empire controls one half of the map, and the Rebellion the other. One way to avoid this would be for both sides to have several scattered starting planets, thus avoiding the problems with fronts. Another possibility would be to give all Rebellion Fleets a "deep strike" ability. Thus, they could by-pass front line systems and strike at undefended worlds, etc. Just some thoughts.... Link to comment Share on other sites More sharing options...
rocketeer Posted March 13, 2006 Share Posted March 13, 2006 @rocketeer: Concerning your balance changes... somehow I got the feeling that the empire lost quite a bit of power in the lower levels. In skirmish I can hardly get my feet on the ground... Nebulons take too long to die to Acclamators which slowly get picked apart by the Corvettes and Gunboats while they try to kill one Nebulon. While this sounds like a good tactic it gets annoying since the Tartans cannot counter the Corvettes. In skirmish we could solve this problem by adding the IPV to the imperials as a little stronger corvette (at least weapons wise) which can also take on the Corellians. But in GC? edit: I just tested the IPV in skirmish... either it is a heap of junk or we did something wrong *g* I think the problem is like you said that the tartans are worthless vs corvettes, they have ridiculous accuracy vs all kinds of ships, but also crappy damage the last time i checked. I know the nebulon takes rather long to kill but it doesnt hit that hard either, and i thought it should take a bit longer to kill a nebulon than a corvette . Link to comment Share on other sites More sharing options...
rocketeer Posted March 13, 2006 Share Posted March 13, 2006 I have been playing quite a few campaign games as both the Empire and the Rebellion, and it occurred to me that it may make sense to switch from the default single planet starting location. While I like starting from "scratch," so to speak, the game, for both sides, can quickly bog down into a slug fest where the Empire controls one half of the map, and the Rebellion the other. One way to avoid this would be for both sides to have several scattered starting planets, thus avoiding the problems with fronts. Another possibility would be to give all Rebellion Fleets a "deep strike" ability. Thus, they could by-pass front line systems and strike at undefended worlds, etc. Just some thoughts.... And another solution would be to include pirate forces on all "empty" planets, personally i never liked the scattered starting points, i prefer setting my fronty myself, not having to fight to even connect all of my systems. Link to comment Share on other sites More sharing options...
Somerled Posted March 13, 2006 Share Posted March 13, 2006 And another solution would be to include pirate forces on all "empty" planets, personally i never liked the scattered starting points, i prefer setting my fronty myself, not having to fight to even connect all of my systems. Personally, I like having a front too...it makes it easier to compose and coordinate fleets and ground elements. The problem, however, that I see is that it makes it much harder for the AI to compete if you sieze one half of the galaxy, and it has the other. This means the AI always has to attack directly into your fortified planets. For instance, even on hard, starting on Coruscant, it is easy to quickly "planet hop" and capture roughly one half of the planets with a small fleet and a few ground units. Only the pirate planets such as Kuat pose any obstacle at all, and you can simply go around these and attack later if you want. Once you have a front line, you can leave the planets in the rear totally undefended, and load them with mines for maximum profit. Only the front line planets need to have defenses, because you don't have to worry about flanking or rear attacks. This quickly spells doom for the AI. With scattered starting positions, the "single" front rarely occurs, and it is possible for the AI to attack weak spots simply as a function of placement. Another possibility, as you say, would be to make it so that the Black Sun could take lightly or undefended planets, but I am not sure this is possible given the current game mechanics. Link to comment Share on other sites More sharing options...
shadoe Posted March 13, 2006 Share Posted March 13, 2006 Another problem in galactic campaign... victory destroyers are now tech level 4.. tech same as ISDs.. leaving the empire with only broadsides at level 2 and 3, whitch I take out from the game anyway (space artillery = stupid idea). I changed victorys back to level 2 in my xml but u should know anout it. edit: actually, it seems that many capital ships tech levels have been changed. Is this intended, cause it seems odd to have only the acclamator as a viable warship until level 4, considering that in skirmish the tech levels have not been changed. And another thing, the second mining sattelites, the ones that cost 3500 are way overpowered in my opinion, they can take out tartans and tie squadrons in a matter of seconds. Link to comment Share on other sites More sharing options...
Starfury Posted March 13, 2006 Share Posted March 13, 2006 GREAT mod! only thing i changed was the unit cap in battles from 100 to 500, i think that it makes it much more fun, you can have many more ships in a single battle you can also have 3 or 4 capitals and a large escort fleet to deal with each type of ship, leading to some nice battles! esp in skirmish. However here is the main problem, the imperials seem to have ground troops disabled, i am able to raid every planet as rebels and take them over, they might have a large fleet, but when one unit can take out every planet(besides the one with the emperor on it) in 5 min or less it gets bad. I tried playing as the imperial and it could only build fleet commanders and probe druids, at any tech level. Not sure what is causing this. Link to comment Share on other sites More sharing options...
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