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#21 evilbobthebob

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Posted 16 April 2012 - 04:13 PM

Well, if you're adjusting tech levels from default for a campaign you can't expect us to fix it due to the way our tech tree works.

Interesting point about ffdshow.

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#22 Phoenix Rising

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Posted 16 April 2012 - 09:25 PM

Actually, the tech should work. That's probably our fault for allowing earlier levels on historicals or not scripting it differently. I can fix it.

Note that I'm considering 0x00570FC7 distinct from 0x00570FCE, but not by much. I think it's a difference of whether it crashed in tactical or strategic.

Edited by Phoenix Rising, 16 April 2012 - 11:08 PM.


#23 Aizen Teppa

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Posted 17 April 2012 - 03:21 PM

So like I said game ended in usual fashion - unresponsive ships. Everything was going well until one giant battle where AI deployed 400+ fighters - 232 ATRs, 69 YT-whatever number :p, + collection of Z-95s/Y/X/B-Wings and few totally obsolete things. Plus ~150 frigates. Battle was truly epic. Was seriously outnumbered in fighters (only 8 Preybirds VI, 5, Tie-Def, 10 Skips, and 10 Deltas). In the end thanks to patience (no rushing) and my 2 Preators II (rest of the fleet 4 Venators III, 2 VSD III, ~20 Acclamators - various -, 5 Carracks, 3 carriers, 5 Interdictors and IIRC 3 ISD I) I defeated AI after ~2 hours of pounding but in the last 15 minutes every deployed ship was not under my "influence". And after finished battle stuck units appeared instantly. Ugh...

IMHO frigates are not an issue. It is the fighters. From what I noticed AI is especially fond of ATRs (version doesn't matter). If they have access to them, numbers with every attack steadily grow. Right to ridiculous levels. Maybe Empire AI also doing the same thing, don't know. Just want to finish one campaign,

As for the tech issue. It didn't happened in 1.1. At least not for me.

#24 evilbobthebob

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Posted 17 April 2012 - 04:48 PM

The ATR is very powerful for its size and cost. The AI are choosing it because of that. Again, fleet population will almost certainly solve this problem.

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#25 Phoenix Rising

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Posted 18 April 2012 - 12:25 AM

I haven't redone unit build equations yet either.

#26 Aizen Teppa

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Posted 18 April 2012 - 06:06 AM

I have to dig into xml. Will start with very powerful fighters limit during tactical combat. I want big battles, that is the whole point of PR. But with standard 80 vs 80 setup AI can deploy up to 320 ATRs (80x4), it is impossible to deploy 80 meaningful frigates or battleships. And with 200 vs 200, oh well... 800 ATRs can be in the battle at any given time, but with more ships at least I stand a chance (even if game goes AWOL at some stage - doesn't matter 80 or 200 cap)). With 80 vs 80 if AI had access to ATR, it raped me in no time.(seriously! :) )

Thinking about e.g. raising ATRs population cap from 1 to 4, Skips 2 or 3, Scimitar/K-wing at least 3. Need to tinker a bit and see what sticks.

#27 Aizen Teppa

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Posted 20 April 2012 - 06:12 PM

I have to say I LOLed like mad yesterday. I did some tweaking for high tier bombers... So AI now bring 300 Y-wings or 600 Barlozs into the battle instead of 300 ATRs.

After Frankenstein creator I can scream: It's alive! It's alive! :)

Anyway will have to play with ALL fighters one day (unless patch is released sooner). For the time being not playing. Even if I treat game extremely gently, it always hangs at some stage.

#28 1871

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Posted 10 May 2012 - 03:15 PM

this may sound weird, but is there a line of coding that instructs the AI to build the simplist ships in massive quanties?

Can the AI be easily made to build fleets and not just go.... ummm my cap is 80x ??? eeuuuu, look 80x fighters... doh yeah.

make it have to build so many frigates and cruisers first. Yeah guess that would be too much seeing as you guys dont have access to the source code and we can't get LA to actually fix this problem or give pyro the permission it needs to fix this problem.

Wishful thinking i guess on my part. :(



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