your work is appreciated
Your appreciation is appreciated!
i just feel very very strongly about my experience in testing them that the current method has to be addressed
Yes I got that impression ... and I don't want to damage game-play. Its a matter of us understanding what the limitations are and finding a solution.
Well here is my problem with this you say the dreads from testing wont be built enough only a 1 in 6 chance to build per game
What I meant is that if the AI builds a capital there is 1 in 6 chances of it building a Dread as there are 6 caps in total. This is a simple guess because there is no way of knowing what cap an AI decides to AI. If the AI losses caps there is a greater chance of seeing a Dread - that is if if builds a cap replacement.
Either they show up far to often and damage game play or they dont show up enough and damage game play due to human domination over AI all this stemming from the problem with the AI in the hardcode.
Yes, this summaries the issue.
I think you miss my point here. The starbases have a whole research tree dedicated to them. so to say that they are endgame is not putting them in the same basket as the dreads. Dreads are more like cap ships, they are in fact super cap ships starbases are a feature from a whole mod with a dedicated tree
I take your point. However, in the expansion version of Maelstrom (for Original Sins) I included research for Dread abilities. The Dreads in this version of Maelstrom were an attempt to 'simulate' starbases.
so make a dread more like a starbase and attach it to a specialty ship that is used to manufacture it. Then you will find the AI builds them just fine when the research is reached as the AI will also have to research the stations or they simply cannot build them.
Sorry this can't be done ... as I've stated before you can't make the AI selectively build a Dread The only way to selectively create a Dread is to have an ability to spawn a it (in fact you could have this ability to spawn up to 5 ships caps, cruisers, frigates which can be weighted)
There are other options to make a starbase specializing in building dreads and make that its sole ability like a secret ship yard.A special starbase when researched can pop out dreads with your activated skill but make the starbase only buildable by a certain level of research.
The same goes here, that is with regards selectivity. A starbase is no more selective than a capitalship factory. If you use the spawning ability to only what to assign it to one unique structure or else you would be inundated with Dreads.
Again i think you misunderstand me, i am not saying its a bug of the game its a bug in your mod. IF you try to build a capital ship without a cap crew the game will not allow it hence imposing a limit on the production of cap ships without the proper research and ofcourse resources you also have a limit from your fleet as each cap ship requires 50 fleet.
It is not a bug in Maelstrom it is how the spawn ability works, can't do anything about it - that is if Dreads are created using this ability. If players where to be able to build Dreads (like in Maelstrom Expansion) then the AI will have that selectivity problem we have been discussing.
Also as it just take -1 cap ship crew away research or not resources or not you can just spit out a dread every 30 mins without penalty. you must notice this problem!!!!
It's a bonus all players receive.
IF your spending 3k just to get a starbase up which the whole point of the entrenchment mod is to make the ability to defend a gravity well as the planet defenses suck ass and are extremly limited to where they can be placed. Your talking about a ships that is a fraction of the cost can come in and decimate a starbase that fully upgraded can cost in excess of 20k in resources and tons of time to build.
Again everyone gets the bonus.
Again i point out how you wanted to keep alot of the orignal game feel the entrenchment mod was designed to make a star base capable of defending a gravity well against almost any incursion.
Starbases are decimated quickly by squadrons and antimodule cruisers why not add a Dreadnought? Likewise a Dreadnought can be decimated quickly by squadrons.
I can think of no game where a cheap ship costing a fraction of a starbases cost can compete with them.
Relatively, it costs the same amount as the oppositions Dreads. How much money does an empire make in 30mins. What if the cost of the Dread was aromatically siphoned from this? Answer: conceptually it would be fulfilling, practically not a great deal.
But i don't beleive the current settings work. This is what im trying to express here. To consider going back to the drawing board and give this much more testing. Becasue we get to the greater of 2 evils situation. To many dreads or not enough. Either solution creates an undesirable result and an inbalance.
I don't agree. Slow their production (1 an hour for instance) reduce their power (/2) -two simple suggestions - make their abilities research dependent. "consider going back to the drawing board" I have implemented the Dreads in both possible ways ... there is nothing left on the drawing board, just finding the right balance or taking them out of the game.
You cant let this render turtling obsolete becasue the AI can build dread after dread after dread every 30mins with no real expense or hinderence this is a problem, and showing up with fleets of massive frigates because the dreads take no fleet points.
And you are getting Dread after Dread which you can use for turtling.
I will do as u say and check out the research based version see what is different i assume all the files are present. I know you and the other testers are trying very hard to work around the crappy limitations in the coding from ironclad and your work is very appreciated. I thank you for this most excellent mod and i just want to help you assure quality remains within the best of my abilities and help out where i can. I wish i knew more so i could just provide a solution in the coding element but im still learning that.
Appreciated ... especially the passion part
!