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-   -   religious talisman and attack rating (http://forum.shrapnelgames.com/showthread.php?t=11465)

Arkcon February 29th, 2004 02:15 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Phoenix-D:
The only reason to have combat sensors with the Talisman is in case it is destroyed in combat. But most times if the Taliman is destroyed the rest of the ship will soon follow, so you're better off saving the space.
<font size="2" face="sans-serif, arial, verdana">I'm currently playing against the TDM-Modpack United Flora -- and the talisman is definitely the Last to go!

Atrocities February 29th, 2004 02:22 AM

Re: religious talisman and attack rating
 
The talisment is a very powerful component, but it is ALWAYS adivisable to have multi tracking, EMC, and combat sensors on your designs.

Also Training is a good thing too.

wilhil February 29th, 2004 02:25 AM

Re: religious talisman and attack rating
 
ahh, sorry i meant combat sensors, I still use the multi sensors and other stuff!


also I didnt want to start another topic, but I am a bit confused, there are so many diffrent scanners wich all apprently do the same things, wich is the best?

Thanks

Atrocities February 29th, 2004 02:35 AM

Re: religious talisman and attack rating
 
One is good for scanning for cloaked ships. I always use the most adavanced on my designs. That or Hyper Optics.

Really it is your choice. You should do a search for .... crap I don't remember the thread name. But iw as about Torpedos. I has a lot of excellent info in it about ship designs and such.

Randallw February 29th, 2004 04:11 AM

Re: religious talisman and attack rating
 
Interesting. In one of my games my technology is roughly equal (at least in weapons) to my enemies and i have superior combat sensors and ecm. Yet my ships couldn't hit the broad side of a barn and he picks me off one after the other. Could the answer lie in him having very experienced ships?. Until recently I was his only worthwhile enemy (he's 1, i'm 2 and we are way ahead of everyone), so he must have training facilities i think. He has superior aggresiveness and defensiveness while I'm only average.

Slick February 29th, 2004 04:22 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Randallw:
Interesting. In one of my games my technology is roughly equal (at least in weapons) to my enemies and i have superior combat sensors and ecm. Yet my ships couldn't hit the broad side of a barn and he picks me off one after the other. Could the answer lie in him having very experienced ships?. Until recently I was his only worthwhile enemy (he's 1, i'm 2 and we are way ahead of everyone), so he must have training facilities i think. He has superior aggresiveness and defensiveness while I'm only average.
<font size="2" face="sans-serif, arial, verdana">That's a good assumption. Fire up your training facilities. A fully trained ship in a fully trained fleet gives a +40% to your offense AND defense (specifically to the chances of hitting/being hit by direct fire weapons).

Slick.

Arkcon February 29th, 2004 04:24 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Randallw:
He has superior aggresiveness and defensiveness while I'm only average.
<font size="2" face="sans-serif, arial, verdana">In that same PBW game, I am also at war with the Aquilaneans -- they also take superior aggressivness and defensiveness.

Their lone minesweeper met my stack of 60 satelites, point blank range, my % to hit? One percent.

It sure is lonely being mega evil.

Randallw February 29th, 2004 04:56 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Arkcon:
In that same PBW game, I am also at war with the Aquilaneans --
It sure is lonely being mega evil.
<font size="2" face="sans-serif, arial, verdana">your mega evil reference leads me to believe you are my opponent despite the different name, but I am not aware of any Aquilaneans in the game. Are they nuetral?. I don't suppose it matters since you crippled me.

Edit: I wonder how you know you only had a 1% chance to hit. The combat replay doesn't show to hit %.

[ February 29, 2004, 03:14: Message edited by: Randallw ]

DavidG March 1st, 2004 01:53 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Slick:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Randallw:
Interesting. In one of my games my technology is roughly equal (at least in weapons) to my enemies and i have superior combat sensors and ecm. Yet my ships couldn't hit the broad side of a barn and he picks me off one after the other. Could the answer lie in him having very experienced ships?. Until recently I was his only worthwhile enemy (he's 1, i'm 2 and we are way ahead of everyone), so he must have training facilities i think. He has superior aggresiveness and defensiveness while I'm only average.

<font size="2" face="sans-serif, arial, verdana">That's a good assumption. Fire up your training facilities. A fully trained ship in a fully trained fleet gives a +40% to your offense AND defense (specifically to the chances of hitting/being hit by direct fire weapons).

Slick.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">And more importantly make sure you understand what the "+40%" actually means. It does NOT mean you ships will hit 40% more often than if they were untrained. It can acutally be way way higher than that. There is a thread somewhere here explaining the way SE4 calcs combat odds.

Personally I think this is on of SE4's biggest flaws and one reason a vet will always make mincemeat out of the newbies.

Fyron March 1st, 2004 02:00 AM

Re: religious talisman and attack rating
 
It is pretty simple. Everything adds linearly, with no multiplication anywhere. Chance to hit = 100% + (sum of all to hit bonuses) - (sum of all defense bonuses that affect the target) - (range to target * 10).


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