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Author Topic: Freighter as carrier  (Read 803 times)
Weylin
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« Reply #15 on: June 15, 2011, 05:07:58 PM »

That's terrible horrible way to handle it. There should be a true/false 1/0 y/n flag to mark a ship as being a priority dock, not because you put 2 tractors on it.

The main thing is that the player version ends up weaker than the AI version without even telling it to do so.
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Cykotitan
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« Reply #16 on: June 15, 2011, 05:16:12 PM »

The main thing is that the player version ends up weaker than the AI version without even telling it to do so.

Its a feature, you can even them out easily
Code:
starbase_damage 100
starbase_popdamage 100

But I have to agree with you on the first thing, and I think it shouldn't even be hard to code it. And checking binary flags should be faster, no?
« Last Edit: June 15, 2011, 05:17:45 PM by Cykotitan » Report to moderator   Logged
Sandtrooper
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« Reply #17 on: June 15, 2011, 06:29:38 PM »

Its a feature, you can even them out easily
Code:
starbase_damage 100
starbase_popdamage 100

But I have to agree with you on the first thing, and I think it shouldn't even be hard to code it. And checking binary flags should be faster, no?

Hahahahah...by doing that Starbases become very bloody easy to kill if you think you can make Freighter docks easier to kill, remember that the 2-tractor = dock system is universal to the entire game, and it'll stay like that until we figure out how to seperate the two.
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Cykotitan
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« Reply #18 on: June 15, 2011, 08:45:44 PM »



Just a wild guess
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Weylin
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« Reply #19 on: June 16, 2011, 01:07:10 AM »

Yeah, why not make the thing 100 100 and make a weaponless stardock that has just plain uber shields? Both for the players and AI?

Having weaponized battlebases is fine too, but they should be on the same level as the other bases.
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« Reply #20 on: June 16, 2011, 02:42:03 AM »

Starbases are alot tougher when a player handles it. AI are stupid. Until this changes then I don't see the point just yet of making uber shields.

The change isn't hard, but I don't think it should be dependent on tractors, maybe factory with a boolean stating if it can be a 'starbase' aka dock ships/repair them/etc.

I'd prefer to keep the ships as skeletons for stuff like this.
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Weylin
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« Reply #21 on: June 16, 2011, 02:56:49 AM »

Why can't AI ships go nuts like they do when you shoot missiles?

Seriously, I've been blown out of the sky by an AI just because I fired a missile and they went berzerk and rapid-fired all their weapons to kill it.

Can we at least have an option in the config to make them use a weapon to absolute maximum power capacity?
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NiteHawk
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« Reply #22 on: June 16, 2011, 04:41:32 AM »

Why can't AI ships go nuts like they do when you shoot missiles?

Seriously, I've been blown out of the sky by an AI just because I fired a missile and they went berzerk and rapid-fired all their weapons to kill it.

Can we at least have an option in the config to make them use a weapon to absolute maximum power capacity?

Again, I want to recode AI completely, there garbage as is. Its not worth fixing them up becuase its completely gruesome. I'd rather redo it with a python frontend for scripting, which is the goal :>
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