Put your Mod Where Your Mouth Is > BillyGoatGruff Game |

Well,
I thought this up while at work - part of my reason is invalidated... but not all. Dam that torpedo, full speed ahead.
I keep spitting out ideas, some people find them interesting, some have their own way of doing things perfected enough that they are not interested. Others tell me, DO IT...
...so I WAS thinking, with IR and Balance mods down (was),
a perfect oportunity to see if there WAS really any advance in the stock AI for 1.25.
There are cahnges i am working on myself, and wanted to invite anyone interested to try them out with me.
my wish list for contributors includes: The Grendel, not for his enhanced Bananas, but for his tech mods (hope ours can co-exist..)..
CherryMoon's AI script improvements (i'm trying the better known 2 in my personal games - I'll say it again : those 2 kept me playing when i lost interest in stock Se5 due to the boring AI)...
Riptokus for his new shipsets - and general idea-checking (constant arguing
)
Stuka - whom i'd actually ask to host the game - b/c he doesn't have time to commit to turns but might occaisionally be able to log turns to back up the AI.
Who'd i leave out for now?
Things I'd like to Playtest:
play if you are interested in testing these changes:
* turns out boarding-shuttle fighters are OUT 
* Torpedoes/Missiles fix (the simple version; the enhancement idea is better but still in progress ... it does work - didn't think it would.. but it's more work than i'm ready for)
The relatively simple fix just makes CSM's shorter-range, and torpedoes staggered in availability, each dependent on later techs. torps replace missiles as the longest-reach weapon, but have to be researched.
* Drones - my version. Closer to the original SFB drones.
* big troops - once again i agree with F.H.
* resistance to Boarding Parties - ship crews will fight harder than in regular stock, but not quite as tough as in IRM
* cargo fixes - you can't carry more weight than the hull & engines were designed for "for free" a 35 kt fighter, for example, takes 35kt - period.
(anyone who can show me how to script "1 fighter requires 1 bay?" support for working, not just cargo, fighters is ALOT more than empty space. ask anyone who's worked on one.)
*Tech tree changes - not so ambitious yet, but already present.
*AUTOCANNONS.
Oh, come on, you knew that was coming.
The DUC-"gun" becomes the autocannon - it has a CHANCE to shoot down seekers and fighters, yet amazingly enough, ultra-dense ultra-velocity projectiles, though effectively short range, can hurt ships.
As a general-purpose weapon, you will find the AI's hordes of cannon gunships are no longer helpless against anything OTHER than other short-range brawler ships... Be Prepared- this is the one I have playtested the most:
http://spaceempires5.com/en-US/node/2261#comment-13079
it makes quite a difference.
Hope to see you there.

Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Not scare of an autocannon and I used to fill my mechs up with them back in the day. I wouldn't mind doing a bit o'play testing but I'm not usually free until midnight EST.

Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Can I infer from your post that English might not be your first language? 

Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Is this gonna be a PBW style or just a test the changes in a game vs. AI?

Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Where do I get a hold of FH's auto-cannon? I'm guessing I will have to start a new game for this one or can this be added on the fly to a current game?
Re: AutoCannon...
Don't forget to backup your old components file.
Back to UV Mapping 
(shoot me please?)

Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Okie dokie...I'll give it a whirl when i get home tonight. I'm in a war with an AI right now and will probably get into another with 3 others shortly.
Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Just so you realize, the multiplex tracking ability doesn't actually DO anything. Its just a leftover from SE4.
Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Multiplex tracking should be back in IMO. It was standard on all my PD ships. Without it, fighters tear up stuff.

Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
To further that thought, multiplex tracking isn't even intended to divide up fire in the fashion being described. It allowed a ship to target other ships after destroying since SE:IV weapons fire was sequential and didn't suffer the same damage overkill problem that SE:V does.
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Re: just so you realize
Sir, i believe you are mistaken:
http://www.spaceempires5.com/en-US/node/2441#comment-13811
all i can say is sim it and double-check.
I removed the multiplex ability, and a ship still fires on as many targets as its firepower and strategy will allow..
Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
Pretty much, yeah. You can do it manually, if you like: run a sim and instead of right-clicking on a target click the..uh I think its "targeting" button. That will let you set a seperate target for each weapon..
Re: Put your Mod Where Your Mouth Is > BillyGoatGruff Game
As far as cargo goes, keep in mind that modern ships can often carry more than they weigh. Its a bit different in space ships, but the same principle applies..
You probably won't be able to make drones firable from fighters. SE5 won't let you put cargo in cargo. Long-range extremely long reload seekers would work, though.




No responses?
You're not scared of a little ol' AutoCannon are ya?