Search found 1449 matches
- Tue Nov 04, 2014 7:14 pm
- Forum: Ideas & Suggestions
- Topic: Stations' "Wasp's Nest" AI somewhat obsolete by late game
- Replies: 49
- Views: 24964
Re: Stations' "Wasp's Nest" AI somewhat obsolete by late gam
Sensor range is in the XML. A Phobos or Deimos can see as far as a CSC and any of the three can see 50% farther than a Centurion or Britannia. I assume that's how far it can conventionally detect new targets, given that, at present, I can flee across an entire system and any hostiles chasing(on ven...
- Tue Nov 04, 2014 2:13 am
- Forum: Ideas & Suggestions
- Topic: Stations' "Wasp's Nest" AI somewhat obsolete by late game
- Replies: 49
- Views: 24964
Re: Stations' "Wasp's Nest" AI somewhat obsolete by late gam
Not true of the Tev9, Tested it out. Range is just barely better, and from around max it's easy enough to dodge away when fired upon. In a large enough group at optimal distance, with AI set to retreat on heavy shield damage, a Tev9 armed ship is essentially safe. and Starcannon armed ships are not...
- Mon Nov 03, 2014 6:19 am
- Forum: Ideas & Suggestions
- Topic: Stations' "Wasp's Nest" AI somewhat obsolete by late game
- Replies: 49
- Views: 24964
Re: Stations' "Wasp's Nest" AI somewhat obsolete by late gam
The only gunship that can dodge and fire at the same time is the Kobol variant with the omni TeV. The Tev9 and KSC both outrange the lightning turrets, leaving the Phobos only its Archcannon to engage the more distant targets. Ultimately, the Phobos will need to either focus on attacking one gunshi...
- Sun Nov 02, 2014 7:18 pm
- Forum: Stable (v1.7) Bug Reports
- Topic: Game fails to change text in some situations
- Replies: 0
- Views: 4557
Game fails to change text in some situations
Sometimes, the game lacks an appropriate means of handling a certain series of events. 3 events that cause such a problem, in order of most to least likely to appear on a playthrough, are listed below: 1. When a CSC orders the player to eliminate an Ares freighter and the player instead destroys the...
- Sun Nov 02, 2014 5:12 pm
- Forum: Ideas & Suggestions
- Topic: Stations' "Wasp's Nest" AI somewhat obsolete by late game
- Replies: 49
- Views: 24964
Re: Stations' "Wasp's Nest" AI somewhat obsolete by late gam
From what I've seen, it's a question of a lack of AI capability, not any fundamental constant in the design, role, or armament of the ships. Fortunately, you can write your own AI scripts in a behaviour class. It is kinda fun to do so and give enemies a whole new feel (and make them a whole lot mor...
- Sun Nov 02, 2014 2:20 am
- Forum: Ideas & Suggestions
- Topic: Stations' "Wasp's Nest" AI somewhat obsolete by late game
- Replies: 49
- Views: 24964
Re: Stations' "Wasp's Nest" AI somewhat obsolete by late gam
Considering that carrier launched strike craft cannot threaten capital ships in Transcendence that's a very good choice on the Ares part. From what I've seen, it's a question of a lack of AI capability, not any fundamental constant in the design, role, or armament of the ships. Imagine 10 - 15 Cent...
- Sat Nov 01, 2014 4:56 pm
- Forum: Ideas & Suggestions
- Topic: Stations' "Wasp's Nest" AI somewhat obsolete by late game
- Replies: 49
- Views: 24964
Re: Stations' "Wasp's Nest" AI somewhat obsolete by late gam
This does make some sense as an ingame reason. Although the main reason the Ares ships aren't as sophisticated is that they have a quantity-based strategy, using the vast resources of Ares Prime and their cloning tech to grow far faster than the CW can handle. You don't need to make the most advanc...
- Sat Nov 01, 2014 2:19 am
- Forum: Ideas & Suggestions
- Topic: Stations' "Wasp's Nest" AI somewhat obsolete by late game
- Replies: 49
- Views: 24964
Re: Stations' "Wasp's Nest" AI somewhat obsolete by late gam
The Ares point actually raises a good question. Why can't we have ares ships hunt down the player like Molotoks, if they're in the fleet? Gameplay reasoning: The Ares do that already, with the encounters. This occurs regardless of fleet status, and is the same method the Sung have for causing troub...
- Fri Oct 31, 2014 11:35 pm
- Forum: Ideas & Suggestions
- Topic: Stations' "Wasp's Nest" AI somewhat obsolete by late game
- Replies: 49
- Views: 24964
Re: Stations' "Wasp's Nest" AI somewhat obsolete by late gam
JATO rockets- as mentioned, station defenders are especially vulnerable to long range fire when closing on the player. One solution would be to make their pathing less predictable; another might be to have certain military stations equip guard ships with a visible external rocket stage that gives t...
- Thu Oct 30, 2014 7:43 pm
- Forum: Beginner's Luck
- Topic: some questions
- Replies: 11
- Views: 6352
Re: some questions
And the last question. I dont understand how to use cheats. When i open debug console and writing code, appears a message about wrong or missing command. May be there is a special way to enter a cheat? I mean that may be i should add ' or " or anything else before the cheat. Can you post me a scree...
- Thu Oct 30, 2014 11:51 am
- Forum: Beginner's Luck
- Topic: some questions
- Replies: 11
- Views: 6352
Re: some questions
Thanks for answers. And what about csc terra? When i dock to it, there is a message about prototype. So does this mean that i wont be able to have any missions from terra? The reward for the Terra's mission is the Lamplighter, whose prototype can only be acquired by saving Point Juno and following ...
- Mon Oct 20, 2014 3:35 am
- Forum: Commonwealth
- Topic: Sirius
- Replies: 20
- Views: 9841
Re: Sirius
While I'm not a physicist, I presume it'd be possible to find a lagrange point or something similar between the two stars.....perhaps if a 100% spawning dry dock or fuel station was there? If it's a major system then it'd make sense for someone to make some cash by refueling/repairing peeps on the ...
- Sun Oct 19, 2014 1:05 am
- Forum: Commonwealth
- Topic: Sirius
- Replies: 20
- Views: 9841
Re: Sirius
...Though many of the denizens of Eternity Port have long ago ceased to care about physical human, there are still some who see our fates bound together. Ah, a race of undead or constructs. I would like to exterminate them (because they are already dead and yet another target for typical adventurer...
- Tue Oct 14, 2014 11:51 pm
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 411138
Re: The Backroads — an alternate route
I'm a bit afraid of whatever enemy would make that necessary.Anyone for tri-wielding dual Fusionfires?
Also, isn't the dual FF only possible in Corporate Command?
- Mon Oct 13, 2014 5:03 pm
- Forum: Bug Reports & Tech Support
- Topic: Destroy pirate base Korolov mission problem
- Replies: 2
- Views: 3291
Re: Destroy pirate base Korolov mission problem
There doesn't appear to be a reason for the asteroids to cause that. Can you check whether the base is there(do a quick loop around the outside of the system) and intact?