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