BTAxis
Posts: 109
Joined: 6/4/2013 Status: offline
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In my games I like to forego loose automated ships, because the AI tends to send them from one end of the map to the other and back. Instead I rely on smallish fleets of a handful of escorts whose job it is to defend a system against small pirate raids. To facilitate this kind of play I've added some tweaks to the early hyperdrive techs: PROJECT ;166, HyperDrive Technology, 1, 16, 1, 10, 0, 8.0,
COMPONENTS ;47
COMPONENT IMPROVEMENTS ;125, 1, 4000, 90, 1, 0, 0, 0, 0,
PARENTS ;363, N
PROJECT ;167, Enhanced HyperDrives, 2, 16, 1, 10, 0, 0.0,
COMPONENT IMPROVEMENTS ;47, 2, 15000, 90, 13, 0, 0, 0, 0, 125, 1, 6000, 90, 1, 0, 0, 0, 0,
PARENTS ;166, N
PROJECT ;168, Jump Sequence Optimization, 3, 16, 1, 10, 0, 0.0,
COMPONENT IMPROVEMENTS ;47, 3, 18150, 103, 12, 0, 0, 0, 0, 125, 1, 8000, 90, 1, 0, 0, 0, 0,
PARENTS ;167, N It upgrades the Warp Bubble Generator to have only 1 second chargeup and a speed of 4000/6000/8000 as you upgrade the Gerax hyperdrive. The way I expect to use them is by first building a tiny station on top of the star to act as an anchor, then set the system defense fleet to defend that station and the system. (I never use larger ranges for defense fleets anyway since they *never* respond fast enough to do any good outside their own system.) Generally these drives will outperform the Kaldos line of drives over in-system distances, but in interstellar terms they're molasses through treacle. Fortunately the AI will ignore them since their tech level never rises above 1.
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