I noticed both races Colonizer capitals charge right for the planet depsite that there is still enemy. might want to look at that.
Colonizers charge
#1
Posted 05 February 2014 - 10:34 PM
#2
Posted 05 February 2014 - 10:35 PM
Turn off autocast for colonize ability, it has to start on, otherwise AI couldnt use it.
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#3
Posted 05 February 2014 - 11:04 PM
Turn off autocast for colonize ability, it has to start on, otherwise AI couldnt use it.
What he said.
It's an AI thing, can't be fixed, and doesn't really need fixing. Just gotta suck it up and manually use the ability.
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#4
Posted 05 February 2014 - 11:07 PM
it can be fixed. Our mod has auto cast and the ship does it after combat is done. ask max or Technophobues on that one. And maybe you can teach the the color factions trick.
#5
Posted 06 February 2014 - 12:45 AM
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#6
Posted 06 February 2014 - 01:00 AM
It's Star Trek Armada 3 and our first cap ship is a Colonizer capital ship and as far as i knew we barely touched that ability. It colonizes after hostiles are down.
#7
Posted 06 February 2014 - 01:54 AM
#8
Posted 06 February 2014 - 08:57 AM
It's Star Trek Armada 3 and our first cap ship is a Colonizer capital ship and as far as i knew we barely touched that ability. It colonizes after hostiles are down.
Huh. We tried modifying a colonize ability in the past and the AI crapped itself. I'll take a look at the ability there - thanks for the info!
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#9
Posted 06 February 2014 - 09:08 AM
Huh. We tried modifying a colonize ability in the past and the AI crapped itself. I'll take a look at the ability there - thanks for the info!
ask Maxloef or technophobeous. they're our coders. for the most part love the mod. This and the starbase issue are my 2 big issues.
#10
Posted 06 February 2014 - 09:14 AM
Its designed that way, its not an issue.
The main problem i have with you're mod is that battle last way too long.
40 mins is way too extreme.
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#11
Posted 06 February 2014 - 09:19 AM
No actually he's raised valid points. It's good to have someone, especially someone from another mod team, come in and take a look. They might actually think of things we didn'tIts designed that way, its not an issue.
The main problem i have with you're mod is that battle last way too long.
40 mins is way too extreme.
And yeah, the STA3 battles are slower. I like it in the Star Trek canon though - it fits. In Halo, of course, that wouldn't work...
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#12
Posted 06 February 2014 - 09:22 AM
No actually he's raised valid points. It's good to have someone, especially someone from another mod team, come in and take a look. They might actually think of things we didn't
And yeah, the STA3 battles are slower. I like it in the Star Trek canon though - it fits. In Halo, of course, that wouldn't work...
Slow is understatement. I've been fighting this battle for well over an hour. And it still rages.
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#13
Posted 06 February 2014 - 10:17 AM
Then your doing something very wrong, what race are you playing as, have you taken any of their worlds? Have you considered falling back to your lines and rebuilding and then attack somewhere else? Or just building a crap ton of cheap ships and then begin flooding the enemy?
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#14
Posted 06 February 2014 - 10:19 AM
No it was a matter of reinforcements, it was the last uncolonised planet in system and a choke point, i eventually sent a titan and that seemed to sort it out.
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#15
Posted 06 February 2014 - 03:10 PM
Fixed, gave capital colonize an aiUseTime of NoEnemyShipsInGravityWell.
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#16
Posted 06 February 2014 - 03:14 PM
Fixed, gave capital colonize an aiUseTime of NoEnemyShipsInGravityWell.
You really are a genius with code, you know that?
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#17
Posted 06 February 2014 - 03:24 PM
Ack!Fixed, gave capital colonize an aiUseTime of NoEnemyShipsInGravityWell.
Got to it before me lol.
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#18
Posted 06 February 2014 - 04:04 PM
I'm just wondering, how did you guys learn that?
#19
Posted 06 February 2014 - 04:09 PM
I'm just wondering, how did you guys learn that?
Learn what?
#20
Posted 06 February 2014 - 04:14 PM
How to mod/code SoaSE so well
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