.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Things we'd like to see in the next patch (http://forum.shrapnelgames.com/showthread.php?t=7099)

President_Elect_Shang September 20th, 2002 01:40 AM

Re: Things we\'d like to see in the next patch
 
Ok, this thing is up to 12 pages so if I am repeating something someone else said forgive me.

I would like to see the capability of moving through jump points made into an “ability” to be giving out of the Ability.txt file. Such as “Combat Best Experience” ability for example.

I would also like to see the ability “Drop Troops” programmed so that it can work with fighters. Actually it is for a strain of fighters that I call small craft. You can think of them as pre-fighter fighters, just think of the shuttles used in Star Wars or Star Trek that ferried men and equipment.

Finally I would like to see (this is a big one) a new “ability” that could be called “Dock Ship” or “Link Ships”. I think this one is pretty self-explanatory but just in case it would allow two or more ships to link up but not fire when linked. This would allow for the creation of a strain of warships that need a piggy back ride through jump points but can “unlink” before combat; fight; then link back up for the next transit.

Oh, since I am making out a wish list two more things. Change the tactical screen from squares to hexes; add in the ability to flee combat like in SE III; and add firing arcs to the Ability.txt file or as a line in the Components.txt file such as the “Weapon Type” line is.

That’s a lot of wishes!

Atrocities September 20th, 2002 01:44 AM

Re: Things we\'d like to see in the next patch
 
Quote:

I would also like to see the ability “Drop Troops” programmed so that it can work with fighters. Actually it is for a strain of fighters that I call small craft. You can think of them as pre-fighter fighters, just think of the shuttles used in Star Wars or Star Trek that ferried men and equipment.
<font size="2" face="Verdana, Helvetica, sans-serif">Try this:

Name := Large Fighter Transport
Short Name := Smart Craft
Description := Fighter that can carry troops
Code := FL
Primary Bitmap Name := FighterLarge
Alternate Bitmap Name := FighterLarge
Vehicle Type := Fighter
Tonnage := 95
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Maneuverability increases chance to hit enemy targets in combat by 50%.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Small size makes ship 60% harder to hit in combat.
Ability 2 Val 1 := 60
Ability 2 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := False
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 9
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 25

[ September 19, 2002, 12:46: Message edited by: Atrocities ]

Q September 20th, 2002 01:46 AM

Re: Things we\'d like to see in the next patch
 
Quote:

Originally posted by QuarianRex:
I don't know if anyone has mentioned this yet. What I would really like to see is the order of planetary cargo damage to be reversed.

Currently, planets see their fighters, mines, troops, and satellites get wiped out before the weapon platforms even get touched. If they could reverse that so the largest units (the weapon platforms) get smoked first then you might actually be able to get some interesting ground combats (the defending troops not being previously wiped out to protect the weapon platforms).

Does anyone know why it was set up like this? In ship combat components tend to get damaged from largest to smallest and I can't see why it would be reversed for planets.

<font size="2" face="Verdana, Helvetica, sans-serif">I did not see it in the history.txt but I believe this has already been changed. At least I conquered several planets with weapon platforms and troops on it and my ships only destroyed the weapon platforms before my troops landed. They had to fight againts the enemy troops and militia together (Version 1.78)

geoschmo September 20th, 2002 01:52 AM

Re: Things we\'d like to see in the next patch
 
Atrocities, that won't work currently. Units cannot hold cargo, even if you mod them to have cargo components.

Geoschmo

Atrocities September 20th, 2002 01:54 AM

Re: Things we\'d like to see in the next patch
 
I thought as much, I have never tried it myself, just trying to offer an avenue of exploration.

Atrocities September 20th, 2002 04:43 AM

Re: Things we\'d like to see in the next patch
 
Thanks SJ and DirectorTsaarx

President_Elect_Shang September 21st, 2002 05:14 AM

Re: Things we\'d like to see in the next patch
 
Quote:

Originally posted by Slick:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> The light armor had 50% more hitpoints than the light armor. (6000, vs 4000), but the heavy armor came in 8kt components instead of 1kt components. Thus, the heavy armor have 5 times more hitpoints per component.

<font size="2" face="Verdana, Helvetica, sans-serif">Can you explain this a little further?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I did some test as I was working on my mod and found that components with a higher “Tonnage Structure” where more likely to be hit than ones with lower numbers. I think this is the same thing SJ was saying. My idea is:
a) The game computes the percent tonnage structure of each component in percent value based on the total tonnage structure of all non-armor components.
b) If the ship is hit than it randomly assigns the hit based on the percent value found in step a; i.e. if the tonnage structure of a single weapon is 30% of the total tonnage structure of all components than 30% of the time it will be hit first.
c) Each hit is assigned randomly unless the Last hit was not enough to destroy the component. Once the component is destroyed the process starts over with the next hit.

Note that it is based on the total “Tonnage Structure” and not the “Tonnage Space Taken.” Also if I wasn’t so dang tired right now I bet I could work up a formula to test this idea against. One Last thing; if anyone test this and finds it’s right (or just asks Aaron) than I want my idea made into: “The Shang Law” because I believe it applies “gameversally” (I just coined that one) to damage from any source. Man I need some sleep, goodnight all.

[ September 21, 2002, 04:17: Message edited by: President Elect Shang ]

dumbluck September 21st, 2002 06:56 AM

Re: Things we\'d like to see in the next patch
 
Geo:

Which determines hit probability: Tonnage structure or Damage structure. IIRC, they are identical for cargo/supply/fighter bays, but the armor has a much higher Damage structure than Tonnage structure (thus the advantage of using it http://forum.shrapnelgames.com/images/icons/icon10.gif ). Maybe that is why your test data didn't cooberate that of SJ?

EDIT: mi keebord cant spel!

[ September 21, 2002, 06:00: Message edited by: dumbluck ]

Suicide Junkie September 21st, 2002 07:12 AM

Re: Things we\'d like to see in the next patch
 
geoschmo: Bigger internals, smaller armors get hit first.

Compare the Plasma projection armor and the Standard armor in P&N.

Slick:
For example:
Light armor - 1 kt, 12 hp = 12hp/kt
Heavy armor - 8 kt, 64 hp =8 hp/kt

Shang:
B) cannot be quite right, since the light armor had a greater % of the hitpoints of the ship, and it still let more damage hit the internal components.

President_Elect_Shang September 21st, 2002 10:58 AM

Re: Things we\'d like to see in the next patch
 
Quote:

Originally posted by Suicide Junkie:
geoschmo: Bigger internals, smaller armors get hit first.

Compare the Plasma projection armor and the Standard armor in P&N.

Slick:
For example:
Light armor - 1 kt, 12 hp = 12hp/kt
Heavy armor - 8 kt, 64 hp =8 hp/kt

Shang:
B) cannot be quite right, since the light armor had a greater % of the hitpoints of the ship, and it still let more damage hit the internal components.

<font size="2" face="Verdana, Helvetica, sans-serif">Refer back the post in part A. I said it was for Non-Armor. I didn't test armor since it will always get hit first and I wasn't concerned with the order in which it was. It sure does not sound like the same process goes on for armor. Umm? http://forum.shrapnelgames.com/images/icons/icon12.gif

SJ you always get in such a rush when you read. Take your time. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ September 21, 2002, 10:02: Message edited by: President Elect Shang ]


All times are GMT -4. The time now is 10:23 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.