Are fighters too overpowered??? |
Or is the AI just too stupid to defend against them well?
I have a nice little starbase on the warp point inside the enemies system (am I nice or what?) it has 22 fighter bays and around 240 fighters (medium) (also has 115K supply storage and 15k or so ordnance with 1500 supply generation and 1000 ordnance generation roughly)
Enemy attacks me with 5 dreadnaughts and I'm like uh oh! well turns out I had NOTHING to worry about... my first wave of fighters wiped out all 5 within 3 seconds even before my second wave arrived :/ I lost exactly ONE fighter and had another damaged around 30%
This seems a little insane to me but what the heck it was a riot.
I think the depleted neutronium guns for fighters are just too potent (40 or so damage at a fairly low level) and that's very close to half the damage of the full sized version (before mounts) the same level of anti-proton for fighters does only around 15 damage at that level... not only that it's 2/3rds again the size?
Weapon target
I have noticed that all my weapons like to fire on the same target, perhaps thats what happens?
For example;
Fighter 1 of 50 comes into range of the point defense, every point defense weapon fire on that one fighter with enought firepower to kill it 20 times over. In the meantime the remaining 49 fighters attacks and soon kills the enemy ship.
If that is what happens then it would take 50 reloads before all the fighters are dead, no matter if you had 100 point defense weapons or 10.
Kwok, see what the boss thinks of this.
Aye, that's a pet peeve of mine also.
I would handle this by having a PD threshold in one of the .txt files. So that any single target cant have any more guns on it that the specified threshold. Default it to say 10. So that a single target can't have more than 10 PD guns targetting it at anyone time.
Your lord and master (below Foamy) LordHavoc
Resistance?
On a side note... Is there any point to troops ON a planet? I noticed I can build so many troops and fit so many on a single carrier (small freighter 371 large troops) that I don't think anyone could store enough on a planet to really defend against them... (aside from the make pop happy pittance of course)
I dont understand. I put troops on my planet to resist enemy troops from capturing it...
Troops make your people happy which gives increased production
The #1 reason to put troops on every planet is to make your people happy. Over time, troops on a planet will raise their attitude to Jubilant, and you'll get a nice production bonus. That alone makes it quite worthwhile to put troops on every planet.
As far as protection against the AI capturing your planet, I think I would agree with you that you can probably send a lot more troops than you could fit on any planet other than maybe a large or huge (undomed of course) planet.
Didn't realize troops made
Didn't realize troops made the planet happy, what are the numbers? What is a good a good ration or number of troops to put on a planet?
PD can be programmed to work automatically

Oh really?
Oh they don't? And what about the counter-PD I'm putting on my units in my mod? (since I"m using seeker-based "countermisiles" as the main PD, the "missiles" (drones) can and do fire back at the incoming counterfire (depending ont he missile type chosen).
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Ugh
You should probably wait until PD is fixed to actually work a little before you make a mod that makes it even more ineffective.
Quote:Why not just make it
Actually I thinks it's supposed to work just like SE-III, where targets were assigned and then combat executes. I also think that the targeting algorithm is broken. It should aply firepower to a target based on a percent of overkill desired. The default is set to 150%, meaning that only enough PDs should fire at a given missile to do 150% of the damage necessary to destroy it. I am guessing that this works but that the ability to track how much has been allocated to a target is what is broken. This would resulting in firing 150% at the first missile the PDs see, then looking and saying hey that missile is still there but not realizing that rounds are on the way and shooting again, and again, etc. Interestingly if you target manually in combat that screen does not tell which of your weapons have already been assigned to targets, supporting the theory that the targeting routine doesn't know.

An example only....
Its probably worth mentioning that I'm not actually going to add in the counter-counter PD stuff untill PD is fixed
(edit: And I'm counting on MM to get a patch out before my mod is done!)
Though, actually, from what I've seen missiles don't seem to be broken, only targeting fighters is. So drones may be broken too, I'll have to test as I go.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
I've emailed a very
I've emailed a very plausable solution to MM on how to tackle the multi targetting issue. However he decided to tackle it however, he'll do it!
Your lord and master (below Foamy) LordHavoc
No unit maintenance in SEIV
In Space Empires IV, you didn't pay any unit maintenance costs on fighters, satellites, mines or troops. In Space Empires V, you pay maintenance costs on at least fighters and mines. I assume you pay maintenance for satellites. I don't know about troops. In SEIV, fighters against the AI were pretty over-powered. I found the TDM ModPack empires had been designed to research Point Defense Cannons much earlier than the stock races. But you could still use fighters to good advantage if you launched them into space in large groups and then sent the fighter group into combat against the AI ships. (In other words, send 100 fighters at once instead of 10 fighters in 10 waves from a carrier.)
Weigh things up
Weigh things up cost-for-cost. Just to test things, I started up a stock game of SEIV and researched my way up to lvl 1 fighter. A single fighter costs around 320 in minerals. 10 would be 3200 and 100 would be 32000.
A single ship worth 32000 in minerals is going to be something along the lines of two dreadnaughts. Now do the math, 2 dreadnaughts can easily waste 1 (equal tech).
So of course 100 fighters can kill 1 ship, AI does'nt come into it. And lets not forget the natural defence and offense bonus that fighters get because of their small size.
What I'm trying to say is a single vessel isn't going to stand much of a chance against 100 fighters, regardless of whether it is AI controlled or not.
Your lord and master (below Foamy) LordHavoc

SD broken, another major bug
Whay do I get the impression that the wisest rule of conduct would be to put on hold SE5 until the dev finishes its work? 




Hard to say if they are
Hard to say if they are overpowered. Someone posted that Point defense weapons seemed to be only shooting once per weapon cycle (depends on type) no matter how many weapons are mounted. If thats the case, I havent tested to confirm that bug, PD is just broken right now and thats the real problem.