Icemania
Posts: 1847
Joined: 6/5/2013 From: Australia Status: offline
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Hey All: Interesting thread. I decided to get into game editor and test some of this because I'm interested in what I can apply to the AI Improvement Mod. Test 1: Playing as a Tech Level 7 Empire, Medium Spaceport with Torpedoes, placed many lower technology pirates at distance For Point Blank, All Weapons, Standoff and Evade the Spaceport always fired at the pirates as soon as they were within range. That looked fine. The Tractor Beams pulled in the pirate ships on Point Blank, All Weapons and Standoff (presumably because the spaceport is stronger than an individual pirate ship). But on Evade, they push them away. This is good for raiding pirates, making it harder for them to land raiding parties. The AI doesn't defend well against Pirates so maybe using Evade in the design templates is worth considering. Is this always the right strategy though? What if I had short range weapons on my ports and the enemy had long range weapons? Bingeling mentioned the 1.9.5.9 patch notes: "- increased range at which spaceport tractor beams will push away invading troop transports. Spaceports will now also push away transports even when not primary target" It specifically mentions troop transports, not boarding parties. Perhaps the same change in tractor beam action is needed for ships with boarding parties? That way, if the spaceport has short range weapons, we can get ships pulled in if they have no troops or boarding parties, but pushed out if they do.
< Message edited by Icemania -- 12/22/2014 12:58:14 PM >
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