Author Topic: Fission Armor mod (SMAX)  (Read 1309 times)

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Offline bvanevery

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Re: Fission Armor mod (SMAX)
« Reply #75 on: January 16, 2019, 02:45:38 AM »
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  • With weapon-armor equalizing I cannot even imagine how much attack advantage you need to achieve that on top of Airspace Complex and AAA tracking which already quadruples defense.

    AIs in the stock binary do not achieve that with regularity everywhere.  Many cities have no AC.  You will see AAA units but not necessarily piles up on piles of them.  When a city is stacked full of units, it's usually not full of AAA units but something else.

    I'm not sure if it's possible to get very far ahead of the AIs with a weapons advantage in my mod.  I've made changes, but I've only played so many games in the past few months having made those changes.  When I write something up, you may at times hear me say, "I don't even know how to play my own mod."  I really don't.  I'm not sure what's optimal or not.  I don't quite know what I can exploit or not.  Like the last test game I quit, before kicking 1.27 out the door today, both Morgan and the University were doing really well.  They were distant and I wasn't managing to get anywhere near them.  I had started to wander a rail out across a large land mass, trying to feel a way to the enemy, but I didn't even have a route completely scouted.

    Quote
    I meant potentially deep resources. When one faction is very determined to throw everything at enemy they overcome the defense anyway.

    When an AI tries to do that to a human, it often doesn't work.  They will move in a big stack, and the human knows how to exploit that, wiping out vast quantities of AI units in 1 stroke.  I've had some truly horrific waves of enemies thrown at me in the past, that I just weathered and shot a lot of 4-1-1 and 5-1-1 units at, until the AI wore itself out.  Then finally moved up the road for the kill, after many years of waiting. 

    The only kind of wave I haven't been able to stand up to yet, is waves and waves of mindworms in a flood.  It's beyond AI production, it doesn't obey any obvious production rules, it's just complete abuse.

    Can the AI stand up to another AI onslaught?  At some point, no it can't.  I'm not sure what point that is in my mod anymore though.

    Offline tnevolin

    Re: Fission Armor mod (SMAX)
    « Reply #76 on: January 16, 2019, 02:37:18 PM »
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  • With weapon-armor equalizing I cannot even imagine how much attack advantage you need to achieve that on top of Airspace Complex and AAA tracking which already quadruples defense.

    AIs in the stock binary do not achieve that with regularity everywhere.  Many cities have no AC.  You will see AAA units but not necessarily piles up on piles of them.  When a city is stacked full of units, it's usually not full of AAA units but something else.

    That is what I said elsewhere. Extreme combat effectiveness depends on opponent unprepared defense, not on your technical advantage. If their defense is weak then you don't need choppers to win. They just may do it a little bit faster.

    Quote
    I meant potentially deep resources. When one faction is very determined to throw everything at enemy they overcome the defense anyway.

    When an AI tries to do that to a human, it often doesn't work.  They will move in a big stack, and the human knows how to exploit that, wiping out vast quantities of AI units in 1 stroke.  I've had some truly horrific waves of enemies thrown at me in the past, that I just weathered and shot a lot of 4-1-1 and 5-1-1 units at, until the AI wore itself out.  Then finally moved up the road for the kill, after many years of waiting. 

    That's right. Human defend actively. That alone like triples the defense effectiveness. With fully stacked bases (artillery, counterattackers, ECM, AAA) you don't even need walls sometimes. I was comparing passive defensive bonuses with row attack potential. Sort of AI vs. AI. Human tactics is a different story.

    Tim

    Offline bvanevery

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    Re: Fission Armor mod (SMAX)
    « Reply #77 on: January 16, 2019, 07:53:57 PM »
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  • I will keep my eye peeled for whether I think "Choppers would be far more effective here".  But at this point in my mod, I've tried to push Gravships more into the realm of the usable, and I've made them faster.  Foils speed 5, Cruisers 8, Locusts (on Chopper platform) 8, Needlejets 10, Gravships 12.  I am unlikely to go back unless I hear playtester howling.  Originally I was going to try much longer range aircraft, but I decided to kick it out the door more conservatively, so that I wouldn't have to belabor the testing.  I just couldn't get to it.

     

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