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tint

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  1. tint

    Interdictors

    Yeah, I did think of doing that but I think that once the AI gets them and uses them on me I will feel rather provoked into it! I think that way is probably better though; the alternative result is indeed that their fleet eventually dies from maintenance problems, which does lack excitement (and is what always happened before I used rebed anyway). What I'd really like is for fleet actions to have much less impact on popular support, but sadly this is not possible. As my next game is alliance, I might just make the cc-7700 be the last ship researched; I think it makes sense for the alliance to develop them much later anyway. This should give the imperial fleet plenty of time to try and get things done- and them having interdictors and me not will probably create much needed tension! Glad you enjoyed- editing has been helping the AI put up more of a fight, but its so bad it can only help so much, hence why I also bombard. Next game I'm also going to reduce the chance of success significantly for sabotage missions, increase detection values slightly across the board and make spec forces even more expensive; I think characters are a huge advantage over the AI, and reducing this should help balance. I may also give tie interceptors hyperdrive, and I've reduced the Alliance Escort Carrier to carry 4 squadrons, which wookiepedia says is the correct amount, and then the same for the liberator so I don't just use that instead. I'm also giving the empire access to the Nebulon-B, as they lack anti-fighter ships, and taken away the correlian gunship which I find is too good (corvettes look cooler anyway!) I'll report back again, but my takeaways so far to help the AI, given its playstyle, are: Weaken fighters vs Capital ships; make planetary defences and troops cheaper and better, as it focuses on both; make all ships cheaper, but especially fighters as it builds loads for defence; and weaken spec forces and sabotage missions.
  2. So, now that I can play the game again having been given the helpful Windows 64 fix, I've been fiddling with the settings through rebed to do my best to help out my friend, the AI. To summarise rebed: weaker fighters, cheaper ships for AI, more expensive spec forces and cheaper everything else for everyone but even more for AI, double power planetary defences, faster hyperdrives. I had edited so there were 8 core sectors; at the start of the game I abandoned all militarily occupied planets and conducted civilian bombardments such that 6/8 core sectors were under rebel control (apart from two planets). I took over the other two sectors rather quickly, and began to expand heavily into the rim. In the early game I experienced some pressure as the rebels had a superior fleet, but it didn't take long before I was attacking. In terms of AI ship building, this was a big success- I have never seen such large numbers of Mon Cal cruisers, assault frigates, ect. Would the fact that I was seeing more enemy capital ships in this game than in possibly all my other games put together impact the result? Not at all! It was even worse for the AI than in all previous games where they never managed to build a proper fleet (I typically never encounter a significant fleet after I start my offensive)! The AIs fleet handling is so bad that it didn't mean much in terms of putting up a fight- I mostly just annihilated individual ships or very small groups all arriving at a planet at different times. What made it worse was that when the AI had no significant fleets, gathering enough troops and waiting for planetary defences to be erected provided a substantial speed bump to progress. I at least had a sense of having to slog through. Now, everyone loves me because of killing all the alliance fleets! I can just bombard their planets and watch them turn green. Thus, the primary impact of more AI ships was to just gift me entire sectors worth of popular support! It turned out to be even easier, if anything, once I had my fleets. Its possible even lower AI costs would help, as I was able to concentrate superior fleets but I think the primary issue is that the AI's method of shuffling ships about individually is just far too vulnerable to interdictors regardless of their overall fleet. My new plan, therefore, is to totally remove interdictor vessels from the game. While this will, sadly, mean many less fleet battles, it will mean that the AI at least can't commit hari-kiri with its ships. In fact, by having its ships survive its superior production might actually allow its fleet to outnumber mine. I think the interdictor cruisers mostly work against the AI heavily- its totally incapable of handling its ships in a way that reflects the need to avoid being caught by them, so hopefully their removal will help a little. Interdictors were definitely the single biggest factor for me in this game. I wondered has anyone else tried a no-interdictor game?
  3. I, too, would like a copy of the file if thats OK. I guess summer is the season of nostalgia!

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