skirimsh mode fix
#4
Posted 24 February 2008 - 10:16 PM
#5
Posted 26 February 2008 - 08:12 AM
#6
Posted 08 March 2008 - 11:58 AM
In FocA the beacon ships drive right up to you and place their beacons at your feet. Where you promptly destroy them. The AI would have a hard time getting it's capital ships out, except that beacon ships are spammed constantly to the point where there are beacons all over the map and you'd never get them all lol.
If you can get the ai to trigger it's placement ability soon after spawn though (without spotting an enemy), then you could just give each player 'golan placing ships' as initial starting units, and allow no respawn and no way to build more.
Another skirmish mode I was thinking of is having the various shipyards as capturable bases, so that you might have captured bases for advanced frigate and destroyers, but your enemy has advanced capital ships. Starting bases would come with a lukewarm assortment of older ships and nothing top o' the line. This wouldn't be a solution to the general problem, but might be a fun mode to play for a bit.
#8
Posted 09 March 2008 - 12:57 AM
But all of those are in response to seeing an enemy, or to something the enemy did.Oh, for sure. With all the AI problems, abilities are one thing that works and works well. You'll see this everytime a ship activates Power to Shields, Sensor Jamming, or Point-Defense.
To get shipyard-layers working for the AI they need to do so before they see any enemies. Otherwise they'll plant all the shipyards at the feet of the players (as with FoCA's hyperspace beacons).
Edited by Dalmp, 09 March 2008 - 10:23 AM.
#12
Posted 04 April 2008 - 01:19 PM
IDEA!
Use your factory building you built as a Starfighter construction base. I mean in XWA it was a facillity to build fighters.
The golan can be the primary base and you can add a new "Spacedock" building for Advanced craft.
My 2 cents
genious!
For advanced craft, you mean those later in the build tree?
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