- Joined
- May 5, 2005
- Messages
- 9,643
Oh, my. Not nearly as good as this.Ground units are not really that important in the scenario; they're just "planetary defense" and thus I expect the AI not to use transports and just build immovable garrisons, while human players have the option to shift garrisons around. The real gameplay is meant to be had between fleets/starships, which can attack and defend planets. The only ground units represented are heavy vehicles like At-TEs, AT-ATs, Hailfire and spider walker droids, a rebellion torpedo tank, etc, which could realistically engage starships entering atmo and attacking the planet. I have not looked at using the 'teleport' utility in Steph's editor, I have only been using the original editor as I've had trouble getting Steph's to work in the past.
I do need to do some playtesting to determine the behavior of the AI with regards to transports and immobile planet defense units. Do they build up ungodly amounts of planet defense at the expense of their fleet? I'll have to see.
Meteor Man, thank you very much for the explanation.

The easiest form of 'teleportation' could be done by the airlift-flag with the normal editor. The Quintillus editor allows the setting of teleportation options and is very easy to handle. I think, if the 'planetary defense units' have the best defense values, the AI will build plenty of them. May be it´s better, if these units with bad to mediocre defense values can only been built by drafting them? In my eyes the existing Star Wars AT-ATs (and so on) are much too big compared to starships in a battle. May be it would be a good idea to shrink them massively?