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Author Topic: Difficulty Settings for Combat?  (Read 7307 times)
Mr._Jiggles
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Re: Difficulty Settings for Combat?
« Reply #15 on: July 22, 2005, 09:59:57 pm »

Yea, well once you get thrusters, i usally get a whole bunch of fuel tanks find all the rainbow worlds. Then i just go to centauri and tauri and just clean the place out. That usally works well, to rush and find the rainbow worlds so you will have a kick @$$ ship early on.
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Kohr-Ah Death
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Re: Difficulty Settings for Combat?
« Reply #16 on: July 23, 2005, 12:16:56 am »

actually if somebody points me to the file in the source code that modifies the "difficulty setting" i could implement an option when you start a new game and will be written into the save file, with the help of a few friends. Actually i thought i saw somewhere they were gonna implement that and many more stuff in the final version in hopes to have the needed settings ported to an xml(i think) file instead of it all being in the exe file.
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Re: Difficulty Settings for Combat?
« Reply #17 on: July 23, 2005, 03:02:56 am »

Thanks for the advice, I currently have 4 short of max thrusters and about the same for turning jets, in my last encounter with the probe (after clearing out the rubie world's in alpha centurai and buying thrusters Smiley ) I gravity whipped and e-warped out.

Why isn't the cyborg able to beat them?  I sure as hell can't and I can't afford to spend 100 RU's every encounter.  Is there any specific module configuration that will allow the cyborg to not suck?

I wish you could use the vindicator in various settings in the super melee, I realy need to improve my combat skills.
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Kohr-Ah Death
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Re: Difficulty Settings for Combat?
« Reply #18 on: July 23, 2005, 05:22:34 am »

i wish i knew how to implement the flagship in super melee, i would've already done it.
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Re: Difficulty Settings for Combat?
« Reply #19 on: July 23, 2005, 10:42:52 am »

Is there any specific module configuration that will allow the cyborg to not suck?
Yes. The best possible weaponry combined with the best possible generators. The sort of configuration where holding the primary fire button down for two seconds destroys a Dreadnought. Not even the cyborg can mess that sort of ship up.
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Kohr-Ah Death
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Re: Difficulty Settings for Combat?
« Reply #20 on: July 23, 2005, 05:17:11 pm »

my question is, why are you using the flagship to win your battles?
practice in super melee with the ally ships on the highest setting.

but you know i've never used a chmmr to fight a probe yet, i wonder how that fight would go?
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Death 999
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Re: Difficulty Settings for Combat?
« Reply #21 on: July 25, 2005, 04:31:41 pm »

The probe is toast unless controlled by a gifted human player. It may try to dance around at range, but if you slingshot enough, it can't avoid you. Too bad the tractor is useless.

Why don't you try this yourself?
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Mr._Jiggles
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Re: Difficulty Settings for Combat?
« Reply #22 on: July 25, 2005, 06:24:59 pm »

Yea, i like using flagship because im bored using my 5 favorite escorts, (pkunk,spathi, earthling, utwig, supox). So i like to use flagship because battles are boring now. Also its fun to see a "interplanetarly siege unit"  Roll Eyes  (dreadnaught) destroyed in one cataclaysmac blast.  Grin
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Re: Difficulty Settings for Combat?
« Reply #23 on: July 25, 2005, 11:36:30 pm »

Thanks for the advice, I currently have 4 short of max thrusters and about the same for turning jets, in my last encounter with the probe (after clearing out the rubie world's in alpha centurai and buying thrusters Smiley ) I gravity whipped and e-warped out.

Why isn't the cyborg able to beat them?  I sure as hell can't and I can't afford to spend 100 RU's every encounter.  Is there any specific module configuration that will allow the cyborg to not suck?

I wish you could use the vindicator in various settings in the super melee, I realy need to improve my combat skills.

Advice for ship fighting in early game?  Simple - don't.

All I do is pick up Fwiffo, sell the Vindicators guns and strip mine Sol (or close by). That usually gets me enough to get all the thrusters and turning jets so nothing ever catchs up with me again.  If you do fight - use Fwiffo. Played right, he can take out just about every other ship in the game.
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Kohr-Ah Death
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Re: Difficulty Settings for Combat?
« Reply #24 on: July 26, 2005, 03:34:19 am »

i cant use fwiffo, i dont like the hit and run way to do things.

i like brute force, thats why i mine sol, get all the thrusters and turning jets, 2 fuel cells, a crew pod, and a few storage bays.
Then i get the quasi portal generator first and grab a few rainbow worlds, do the melnorme fuel trick(after buying technology) then load my flagship up for battle, all this can be done in the first year.
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Mr._Jiggles
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Re: Difficulty Settings for Combat?
« Reply #25 on: July 26, 2005, 10:49:33 pm »

  Grin Grin Grin High Five!!!!   Grin Grin Grin


Thats the best way    Cheesy
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Re: Difficulty Settings for Combat?
« Reply #26 on: July 27, 2005, 11:38:37 am »

"When. Is. A. Save. Not. A. Save.

When. It. Is. Loaded.

Har. Har. Har."

Hehe, that's funny.


ITYM:

"When. Is. A. Save. Not. A. Save.

When. It. Is. A. Save. Backup.

Har. Har. Har."
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Re: Difficulty Settings for Combat?
« Reply #27 on: July 27, 2005, 01:23:58 pm »

On the topic of using the vindicator in super-melee:

I recently learned that Meep-eep has already written a patch for this purpose. It reads the vindicator config from a file, and allows it to be selected by choosing the earthling cruiser during super melee. However, its use of global variables means that vindicator VS. vindicator battles are not possible.

It's available here:
http://www.stack.nl/~svdb/sc2/sisfromfile.patch

Note that it will probably NOT apply cleanly to CVS. Anyone trying to apply it will either need to modify it themselves, or otherwise update to an old revision (the patch dates from 2005-02-22).

I would have tried this out myself, but my build system is b0rked at the moment.
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Re: Difficulty Settings for Combat?
« Reply #28 on: July 27, 2005, 09:56:50 pm »

Oh great (!). That patch was not supposed to be released to the general public. It was a quick hack, hardly usable as it is, and it will only cause questions from people who want me to walk them trough the whole procedure.
Well, it's out now. If you're competent enough to get it to work yourself, fine. But if I read any questions about it, I will just frown, grumble, and then ignore them.

I'll make a new patch one of these days, after cleaning up the relevant part of the UQM source code.

BTW. It's not the patch that's using global variables for the SIS data. It's the original code.

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