GP Weapons. AC, Meson |

I was curious if anyone thinks this is a GOOD idea.
My premise, as too many have heard before, is that the AI doesn't handle specialist anyhting particularly well, and one way to assist that is to allow it general-purpose items and ships.
If you want to play Rock-Scissors-Paper against the AI, you'll win. if you want it to have a fighting chance, however...
The first was FallenHaven's AUTOCANNON. In short, this modifies the DUC to fire like an A-10's weapon: bursts of hyper-velocity hyper-dense projectiles; the idea being that this is dangerous not only to ships but to seekers and fighters - thus general purpose, yet not so good for any as a more specialized weapon...
and the result is that AI armed with this weapon is never so ill-prepared as what we are accustomed to, particularly against the 2 most common game-breakers in the early game: Long-Range seekers, and Fighters.
The AI loves the "SITTING DUC" gunship - when the guns are alittle more flexible, the AI is a little less at a loss.
In fact, the AI ships FIGHT you like mad - and it is particularly appropriate for the AI strategy of "Charge!!!".
As the game progresses, the AI moves on to APB as it's default weapon.
At least it progresses. The AI's weapon choice, I mean.
But i was thinking how to extend my generalist principle.
And i realized that the Meson vs. beam discussion echoed in many ways the discussion i was having (with those who could care less) about DUC vs. DU-AC...
the two weapons are so similar - but should they be?
I was considering Modding the Meson to be the 'AC' of Energy weapons - not only to provide a later general weapon the AI can lean on, but to differenciate between the weapons. A matter of flavor - and providing options.
I was curious if anyone thought that was interesting or worthwhile, or even htought Meson and Beam are too similar.
opinions, comments? (other than "Shut Up, Badger?")

Re: GP Weapons. AC, Meson
I've not really run across any AI ships with meson beams mounted on them (BM mod 1.03 and patch 1.25) in my games. As I had mentioned to you earlier, I've only seen a few older satellites armed with the AC. It seems the weapon of choice for the AI is Anti-proton beams and Anti-matter torpedoes (I think thats the torp they use...red one...or maybe its a plasma torpedo.) At least I can happily say that I have found a few designs out there that mount more than 1 PD gun and every one I have come across is at least level 3.
I think you have the right idea but I think the AI has actually gone and chosen the APB as it's weapon of choice. The only other weapons I have seen are the racial weapons, usually shard cannons and the temporal cannons.

Re: GP Weapons. AC, Meson
I have to admit, I'm not sure on the stats of the APB as I usually just stick to my temporal weapons and CSM's. I don't even think I've ever mounted a torp much less bothered to research them. From the space simulations that I've run, it appears that the APB has a longer range than the MB, though don't quote me on that as I haven't maxed out their levels yet.
And I think you're right, I think I did miss the bit about where you wrote the AI switches from AC's to APB's.
Re: GP Weapons. AC, Meson
I prefer anyone who mods AI scripts that influence ship designs do so in a way that limits them to fairly quick recharge weapons. If they use Heavy weapons, I prefer them to reload quickly as it would benefit them better with their charge strategy they always use. Longer reload weapons require a zig zag movement pattern of attack for optimized use at longer ranges... Or the with-holding of fire until at the closest effective range. Generally, very long reload timed weapons shouldnt ever be used by the majority of AI unless someone knows how to code their attack patterns and strategy to get the most out of it.
As far as modding them all to use DUCs or variations of, I hope that doesnt happen, as I rather enjoy variety in enemy ship design.

Re: GP Weapons. AC, Meson
Cap. Kwok made a very good work with Meson/APB:
- Meson Blasters are smaller and short ranged, allowing a lot of firepower at close ranges.
- APB have long range and reduced negative bonuses for distance, working nicely as your Foolproof weapon.
That´s why I love BM.
I´ve told it like a thousand times: Forget about stock, it is so unbalanced that it should be considered a bug.
Post number 100!!!!

Re: GP Weapons. AC, Meson
Ok, I guess my 1st part was mis-typed. So ignore. I'm glad someone is working on better AI implementation of weapons and strategies. If we can just get the AI to stop moving thru warp points one ship at a time now...
Re: GP Weapons. AC, Meson
The min function in the stock file is used to set the MAX range.
It goes like this: If the range is above X, subtract 10000 from the damage.
Where X is either 90 or a value set by the level of the component, whichever is elss.
Re: GP Weapons. AC, Meson
Stock APBs start at range 30, yeah.
..needless to say you want to level them up fairly fast.
DUCs aren't much better; they start at range 40.

Re: GP Weapons. AC, Meson
Let me see... "really good", "rapid fire", "point blank weapon of fiery human-player killiness"... 
You don´t want a "foolproof" weapon, you want a phoking BFG!!!
First, compare basic AC with basic DUC:
-AC makes +2X damage.
-AC has +10% firerate.
-AC weights 33% less (20 kt vs 30 kt for DUC).
-AC has about +40% to hit bonus.
-AC has +20 range.
-AC is cheaper.
Furthermore, AC is much better than Meson/APB...
The problem with modifying weapons/components in a game as complex as SEV is to keep the balance after changes. Upgrading DUC with autocannon will surely
solve a lot of AI troubles... Unbalancing even more the game (specially in stock).
But the Mighty Banana Republik comes to the rescue!!!
Our wonderful scientist have modded the basic DUC to adapt it to badger´s petitions:
Name := Banana Splatter Cannon (modified Depleted Uranium Cannon)
Description := Medium range cannon which fires large depleted uranium shells.
Picture Number := 114
Maximum Level := 100
Tonnage Space Taken Formula := 30
Tonnage Structure Formula := 30
Cost Minerals Formula := 100 + (([%Level%] - 1) * 10)
Cost Organics Formula := 0
Cost Radioactives Formula := 5
Supply Amount Used Formula := 2
Ordnance Amount Used Formula := 1
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Weapons
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Projectile Weapons.
Requirement 1 Formula := Get_Empire_Tech_Level("Projectile Weapons") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Ordnance Storage
Ability 1 Description := Provides storage for [%Amount1%] units of ordnance.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 20
Ability 1 Amount 2 Formula := 0
Weapon Type := Direct Fire
Weapon Delivery Type := Projectile
Weapon Target Type List := Ship, Base, Planet, Fighter, Satellite, Drone, Seeker
Weapon Damage Type Formula := "Normal"
Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space To Hit Modifier At Range := 0.0
Weapon Space Min Damage Modifier Formula := (10 + (([%Level%] - 1) * 0)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(60, (([%Level%] - 1) * 10)
+ 20), 10000, 0)
Weapon Space Max Damage Modifier Formula := (10 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(60, (([%Level%] - 1) * 10)
+ 20), 10000, 0)
Weapon Space To Hit Modifier Formula := 25 - [%Range%]
Weapon Reload Rate MS Formula := 1000
Weapon Display Type := Bolt
Weapon Space Display Effect Name := Bolt 2
Weapon Ground Display Effect Name := Bolt 2
Weapon Explosion Effect Name := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name := Depleted Uranium Cannon
Weapon Bolt Speed := 0.0
What is this? just a DUC with some changes. It makes half damage, but has double fire rate. +25 to hit, but at the cost of -20 range. An it has the ability to hit seekers. A "foolproof rapidfire very efficient weapon at point blank range". And IMO, it should keep balance when compared with other components.
Having in mind its rate of fire and to hit bonus, it makes a very good weapon vs fighters & seekers. But its reduced range is a drawback VS CSM and more advanced weapons. A fair deal, IMO.
______________________________________________________________________________________________
Bananas are an universal concept,
They are one of the cornerstones of this existence.
Like gravity, or the speed of light, the entire universe submits to their rules.

Re: GP Weapons. AC, Meson > Apologies.
First apology: I misunderstood some points in our last conversation, specially in regards of how powerful AC is.
Second apology: I thought that a comment as excessive as "phoking BFG!!!" could be understood as a joke. We´ve been using lots of jokes in our conversations, I expected this to be understood in the same line.
My intention was to state how difficult is to make a good overall weapon to be used by the AI while respecting game balance.
I never thought You are stupid, and my intention never was to make You look stupid.
I spent some time thinking about your foolproof weapon, trying to adapt DUC to that idea, while respecting game balance. I made the changes and posted them, hoping to be doing something useful. The other comments weren´t neccesary. I thought they could be fun, just like most of our usual comments.
I didn´t expect to piss You this way. I suppose that I´ll have to avoid joking in the future, until I have a better knowledge of this language.
In any case, my apologies.

Re: > Is further creation pointless?
Nor do i WANT to give up on stock, [/i]
I tend to agree, while all the Mods and the people who take the time to make them are great. Stock is where the improvements are needed. It is the core game that people get initated into, so it should show the most promise.
- Give me Liberty or Give me Death -
Re: GP Weapons. AC, Meson
And the core game can only be changed by MM in that sense..
Re: GP Weapons. AC, Meson
Pointless? Hardly. Not likely to be included in stock, though. MM doesn't read forums very much from what I understand.

Re: GP Weapons. AC, Meson
So is the sense of having an offical forum if no one with the power to change things reads them. That's one thing I love about Stardock, they monitor and read the forums, and occasionally reply. it has to be easier then getting 100 emails a day

Re: GP Weapons. AC, Meson
Sure, right after I finish my 4 year contract with my current employer. But when I do get my team together, "The Badger Bashers". The AI will go from puppy to pit bull.
-When faced with rows and rows of razor sharp teeth it natural to run




GP Weapons. AC, Meson - i forgot..
to ask
how am i going to convince the AI to change its default tech from beam to meson?