I don't know Maelstrom's config, but one may, of course, modify the PlanetaryTorpsPerTube setting, e.g. the free torps a planet gets. You may want to set it to one or even none. This would allow for one shot torps (or even none) on non base planets and a player had to buy additional ones on bases.Tei wrote:Because the top ships are so much stronger in PList than Tim list, I think that the planets with out torps are very week facing the super ships.
Maelstom's planets with torps did get too strong. The Carrillion should have been able to beat the planet with 60 or so defenses.
Seems like the tech level of the torps on the planet was higher with more torps produced than what would have been really fair.
On the other hand, one has to adjust one's strategy according to the situation. It means that one has to sacrifice a lessor ship to damage the planet, and use up some torps, so the second ship can take it. This would have an effect of creating some more ship build slots which is allways good.
Yep, I remembered correctly.maelstrom pconfig wrote: ### Torpedoes
# TorpFiringRange = 30000
# TorpHitOdds = 65
# TorpHitBonus = 0
# TubeRechargeRate = 45
# TubeRechargeBonus = 0
# PlanetsHaveTubes = Yes
# PlanetaryTorpsPerTube = 5
That's my understanding of the config options, too I haven't tested it myself with this exact config, though. I know on the other hand, that PlanetaryTorpsPerTube = 5 gives any planet five free torps, regardless wether a base may have additional purchased ones available and that bases have access to stored torps during a combat.B A N E wrote:Let me see if I understand you correctly,
If we set the planets to have 0 torps per tube but
turn planets have torps to yes, then we'd get what I envision
only bases would have torps if they were purchased?
I tend to agree. When I played around with these configs, it tended to make the planets WAY stronger so it became really difficult to chew through a bunch of planets.B A N E wrote: IIRC, the maelstrom config was 5 per tube, way too much.
What's not possible currently is to allow all planets regardless of the presence of a base ONLY a certain amount of torps as a base always gets additional torps, if it has some in storage.And if I am reading the pconfig correctly, then yes, if:
# PlanetsHaveTubes = Yes
# PlanetaryTorpsPerTube = 0
Then effectively only bases could have torps, no need to make a
suggestion to the phost team for something that already exists!
Build a base, buy torps.
I think not really, but it makes the calculation way easier (quote from the docs):Would the torps purchased have to be the same tech as the torps
the defpost level determines or would it be whichever is higher be
it: torps on base, tubetech level or defpost level?
Code: Select all
Torp_count = Tube_count * PlanetaryTorpsPerTube ...plus Trunc(Base_torp_cost / Torp_money_cost(Torp_type)) if base present ...at most 255 Base_torp_cost = Torp_money_cost(1) * Torps_in_storage(1) + Torp_money_cost(2) * Torps_in_storage(2) ... + Torp_money_cost(10) * Torps_in_storage(10)
Check out the PAL (Player Activeity Level) vs PBP (Priority Bonus Points)scoring system for PHost.Tei wrote:There is probably a good way to configure Phost to prevent this stagnation. One way would be to increase the ship limit. It would be cool if an addon could be created to increase the ship limit in increments after a set point is reached. This would allow some continuing replacement of ships and discourage building of fortresses of bases that would be impossible to kill with out massive losses.
I cannot agree here fully. It depends, but most top battleships can take on a fully equipped homeworld. Agreed, though, the torper races are at a slight disadvantage here. But Exti, Erasor, probably Nova, B11 and even moderately trained D'D, maybe also Godzilla and Silicon Avatar will eat through fully stocked bases. All top-notch fighter carrier do nicely - experience helps a lot, though as I learnt when playing Romulans.Tei wrote:Fully stocked Borg bases and homewords even with out torps are impossible to destroy with a top of line capital ship by its self. One nesds a ship to knock out some fighters first and have a back up capital ship just to be sure. If one waits till the next turn to hit it, seems like the damage the previous turn has little effect if the base has fixed base defenses and fighters.
That depends, IMO, on the players. I've play(ed) both. I've seen games with a ship queue which stays at approx a length of 100, others where 200 is not the limit (which is bad IMO).I'm noticing that some games are becoming stagnant after the ship limit. Seems like ship builds requre carefully managed priority points. This results in players unwilling to take risks and make experiments unless they are assured of success.
I think I've read of this add-on, but I don't recall it's name and where I read it .There is probably a good way to configure Phost to prevent this stagnation. One way would be to increase the ship limit. It would be cool if an addon could be created to increase the ship limit in increments after a set point is reached. This would allow some continuing replacement of ships and discourage building of fortresses of bases that would be impossible to kill with out massive losses.
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