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Re: Damage Calculation
Your definition of a weapon would include intel projects as well. Those aren't "weapons." http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Damage Calculation
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Would it be correct to say that all the data we have listed only affects direct fire weapons? But sorry, it is not the "error" http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ah, but you see, a CSM or a Plasma Missile is a weapon. It is not affected by to hit chances. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Damage Calculation
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Would it be correct to say that all the data we have listed only affects direct fire weapons? But sorry, it is not the "error" http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ah, but you see, a CSM or a Plasma Missile is a weapon. It is not affected by to hit chances. http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yes and the talisman is also not affected by to hit chances. Which is why I think we should include mines, CSM and Plasma Missiles in the "Special" section. http://forum.shrapnelgames.com/images/icons/icon7.gif [ November 17, 2002, 03:35: Message edited by: tbontob ] |
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Re: Damage Calculation
No they aren't. Is a Force Concentrations Mission a weapon? Some of them use weapons, but they are not weapons themselves.
[ November 17, 2002, 04:04: Message edited by: Imperator Fyron ] |
Re: Damage Calculation
Here is the new listing. http://forum.shrapnelgames.com/images/icons/icon7.gif
I put the distance modifier under Defence Bonuses. I have asked a number of questions which remain unanswered. Hopefully, someone can answer them. ============================================= Factors which affect the probability of a hit by a direct fire weapon: ATTACK BONUSES: Racial characteristic (aggressiveness) ..race creation points assigned –25% to 25% Cultural trait (amends aggressiveness) ..Berzerkers 10% ..Warriors 5% ..Politicians 2% ..Zealots 5% ..Engineers –5% ..Merchants -2% ..Renegades 2% Combat Sensors ..lvl 1 25% ..lvl 2 45% ..lvl 3 65% Weapon attack bonus ..PDC's 70% ..Incinerator Beam 10% ..Wave-Motion Gun 30% ..High Energy Magnifier 30% (crystalline) ..Tachyon Cannon 10% (temporal) Cultral trait: space combat Ship Experience level ..0 to 50% ....obtained by actual experience ....can be trained by Ship Training Facility (in sector) to maximum of: ......lvl 1 10% ......lvl 2 15% ......lvl 3 20% ….can be trained by Psychic Ship Training Facility (in system) to a max of ......lvl 1 10% ......lvl 2 15% ......lvl 3 20% Fleet Experience level ..0 to 50% ....obtained by actual experience ....can be trained by Fleet Training Facility (in sector) to maximum of: ......lvl 1 10% ......lvl 2 15% ......lvl 3 20% ….can be trained by Psychic Fleet Training Facility (in system) to a max of ......lvl 1 10% ......lvl 2 15% ......lvl 3 20% Chassis bonus ..fighters 50% Facilities ..War Shrine (religious) ….lvl 1 5% to in-system ships and units ….lvl 2 10% to in-system ships and units ….lvl 3 15% to in-system ships and units ..Events Predictor (temporal) ….lvl 1 10% to in-system ships and units ….lvl 2 20% to in-system ships and units ….lvl 3 30% to in-system ships and units Weapon Mount ..Large WP/Base Mount 40% ..Heavy WP/Base Mount 60% ..Massive WP/Base Mount 80% DEFENCE BONUSES: Racial characteristic (defensiveness) ..race creation points assigned –25% to 25% Cultural trait (amends defensiveness) ..Berzerkers 10% ..Warriors 5% ..Politicians 2% ..Zealots 5% ..Engineers –5% ..Merchants -2% ..Renegades 2% ECM ..lvl 1 20% ..lvl 2 40% ..lvl 3 60% Ship Experience level ..0 to 50% ....obtained by actual experience ....can be trained by Ship Training Facility (in sector) to maximum of: ......lvl 1 10% ......lvl 2 15% ......lvl 3 20% ....can be trained by Psychic Ship Training Facility (in system) to max of: ......lvl 1 10% ......lvl 2 15% ......lvl 3 20% Fleet Experience level ..0 to 50% ....obtained by actual experience ....can be trained by Fleet Training Facility (in sector) to maximum of: ......lvl 1 10% ......lvl 2 15% ......lvl 3 20% ....can be trained by Psychic Fleet Training Facility (in system) to max of: ......lvl 1 10% ......lvl 2 15% ......lvl 3 20% Scattering Armor ..lvl 1 5% ..lvl 2 10% ..lvl 3 15% Stealth Armor ..lvl 1 5% ..lvl 2 10% ..lvl 3 15% Chassis bonus ..drones 50% ..fighters, small 80% ..fighters, medium 70% ..fighters, large 60% ..escort 40% ..frigate 30% ..destroyer 20% ..light cruiser 10% ..baseship –40% ..space station –20% ..battle station –40% ..starbase –60% Distance Modifier ..Sectors between direct fire weapon of attacker and target, 10% X sectors Facilities ..War Shrine (religious) ….lvl 1 5% to in-system ships and units ….lvl 2 10% to in-system ships and units ….lvl 3 15% to in-system ships and units ..Events Predictor (temporal) ….lvl 1 10% to in-system ships and units ….lvl 2 20% to in-system ships and units ….lvl 3 30% to in-system ships and units SPECIAL CASE (Weapons not affect by attack or defence bonuses) ..Religious talisman sets the probability of a hit at 100% (unchanged by any factor) ..Mines ..Missiles (Capital Ship and Plasma) ..Intel Projects ================================================ DAMAGE BONUS ..Death Shrine 1 (Religious) 5% damage bonus to all weapons used in system ..Death Shrine 2 (Religious) 10% damage bonus to all weapons used in system ..Death Shrine 3 (Religious) 15% damage bonus to all weapons used in system |
Re: Damage Calculation
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The definition of the Force Concentrations Mission is "Stolen empire communications detail ship concentrations in various areas" I think that comes under my definition of a weapon given previously as: "I view a weapon as anything that limits, damages or destroys an asset of the enemy." In this particular case, the asset is secrecy. Uncovering the "veil of secrecy" exposes the enemies secret concentrations and allows the empire to use that information to their advantage and the enemies disadvantage |
Re: Damage Calculation
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The definition of the Force Concentrations Mission is "Stolen empire communications detail ship concentrations in various areas" I think that comes under my definition of a weapon given previously as: "I view a weapon as anything that limits, damages or destroys an asset of the enemy." In this particular case, the asset is secrecy. Uncovering the "veil of secrecy" exposes the enemies secret concentrations and allows the empire to use that information to their advantage and the enemies disadvantage</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">If it can include something non-damaging as a weapon, then that definition of a weapon is a little flawed. http://forum.shrapnelgames.com/images/icons/icon10.gif Quote:
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Re: Damage Calculation
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The definition of the Force Concentrations Mission is "Stolen empire communications detail ship concentrations in various areas" I think that comes under my definition of a weapon given previously as: "I view a weapon as anything that limits, damages or destroys an asset of the enemy." In this particular case, the asset is secrecy. Uncovering the "veil of secrecy" exposes the enemies secret concentrations and allows the empire to use that information to their advantage and the enemies disadvantage</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">If it can include something non-damaging as a weapon, then that definition of a weapon is a little flawed. http://forum.shrapnelgames.com/images/icons/icon10.gif Quote:
It is obvious you have not given all the definitions. http://forum.shrapnelgames.com/images/icons/icon7.gif My Webster's New Collegiate Dictionary defines weapons as: 1) an instrument of offensive or defensive combat: something to fight with. 2) a means of contending with another. Espionage qualifies under both definitions. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Damage Calculation
I got that definition from the Merriam Webster Online dictionary. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Damage Calculation
Before this goes too far afield.... tbontob, your definition of 'weapon' is completely valid--'anything used to cause harm to another.' But the point you're missing is that your chart deals with weapons as defined by the game. That, I think, was Fyron's original point, and that talking about things the game does not consider to be weapons in this context is moot.
So, at least in the context of the chart, a weapon is 'a component that can do damage to another empire's ships, units, or colonies.' A mine is not a weapon (it is a unit), but its warheads are weapons. Intel projects are not weapons. They're, well, intel projects.... The Stellar Nucleonic Torpedo is not a weapon, though its effect is much more devastating than any weapon in the game.... Outside the context of the chart, all of the above are indeed weapons. Can I have my hint now? http://forum.shrapnelgames.com/images/icons/icon10.gif Quikngruvn |
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I appreciate you comments, but want you to know I was well aware of Fyrons contention. An unaddressed issue is that Newbies will be using the information as well as experts. Experts know the difference between SE4 defined weapons, Newbies do not. Newbies would like to know that mines have a 100% chance to hit. Newbies would like to know that drones have a 100% chance to hit. Newbies would like to know that capital ship missiles have a 100% chance to hit. So, I have preserved the weapons as “defined by the game” in the ATTACK and DEFENSE bonus section. I assume there is no issue with that. The special section is just that…special. Experts would know this and understand that they may not be weapons as strictly defined by SE4. And with that understanding, they could be more tolerant of the needs of Newbies. Newbies do not know the distinction between SE4 defined weapons and non-SE4 defined weapons. More importantly, in the early stages of their learning curve, they do not care whether it is a “weapon as defined by the game” or not. Later, they may care, but it is not on the top of their list of priorities when they are starting to learn the incredible intricacies of this game. They require a starting point as to what “all the weapons” of SE4 can do. And they can learn about the “chance to hit” of all weapons by reading it in this thread. |
Re: Damage Calculation
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Hint #1 Someone has indirectly touched on the "error". Hint #2 The player who "mechanically" applies the attack and defense factors may (or may not) calculate an incorrect hit probability. |
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We should include the note that: The % to hit can never go above 99% without the talisman The % to hit can never go below 1% So, after "mechanically" applying the attack and defense factors, we have to apply these range checks. |
Re: Damage Calculation
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We should include the note that: The % to hit can never go above 99% without the talisman The % to hit can never go below 1% So, after "mechanically" applying the attack and defense factors, we have to apply these range checks.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">We also have to start from the same point; "to-hit" chances start at 100%. THEN the modifiers are applied... |
Re: Damage Calculation
Nice list.....
but what are the fighter ECM and Sensor bonuses? |
Re: Damage Calculation
They are abilities given directly to the fighter hull.
Next time you are selecting a ship size, hold your mouse over a fighter size hull, and look at the text box near the cancel button. It will list all the ability descriptions associated with that hull. |
Re: Damage Calculation
no, not that bonus...
I meant with the fighter ECM and targeting componants. |
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You bring up a good point as Small combat sensors are 10% 20% and 30% Small ECM are 10%, 20% and 30% |
Re: Damage Calculation
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We should include the note that: The % to hit can never go above 99% without the talisman The % to hit can never go below 1% So, after "mechanically" applying the attack and defense factors, we have to apply these range checks.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Sorry Kamog http://forum.shrapnelgames.com/images/icons/icon9.gif But your question brings up a good issue in that I have to change the special section somewhat to make it more understandable to the readers. Originally, the 1% was in there and I thought my phrasing covered it, but obviously it did not. |
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Great, It is about time there is a completely detailed list on Attack and Defense bonuses.
One thing missing - Negative Planetary Defense, (which definitely affects Weapon platforms). One thing I heard, but didn't quite understand - Default Attack 50%??? I guess it's a ship with no attack bonus vs a ship with no defense bonus, (tested at what - zero or 5 distance). |
Re: Damage Calculation
The base accuracy is 100%
Planetary defense modifier is -200% Planetary attack modifier is +30% Seeker defense modifier is +40% (missiles in flight, used when being shot at by PDCs) [ November 19, 2002, 00:44: Message edited by: Suicide Junkie ] |
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SJ. Where did you get this? And what does each of those modifiers mean? http://forum.shrapnelgames.com/image...s/confused.gif |
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[ November 19, 2002, 05:51: Message edited by: tbontob ] |
Re: Damage Calculation
Nother hint. http://forum.shrapnelgames.com/images/icons/icon7.gif
Hint #1 Someone has indirectly touched on the "error". Hint #2 The player who "mechanically" applies the attack and defense factors may (or may not) calculate an incorrect hit probability. Hint #3 It is not a punctuation error, grammar error, spelling error or additional lines. But if you find a punctuation error, grammar error, spelling error, please tell me! It will make for easier reading. (besides helping me to avoid appearing like a do-do for posterity. http://forum.shrapnelgames.com/images/icons/icon12.gif And help. http://forum.shrapnelgames.com/images/icons/icon7.gif I am running out of hints which will not give away the store! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Damage Calculation
I think that they mean that before you add/subtract the attack and defense modifiers, you start off with a base chance of 100% to hit. Planets, being big, are easy to hit and therefore get a -200% defense modifier. I'm not sure about the others.
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Re: Damage Calculation
Previously in this thread, Quikngruvn spoke of the "Stellar Nucleonic Torpedo".
Does the Stellar Nucleonic Torpedo have a 100% chance to hit? |
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It doesn't "hit". It is "used" by the use component button in the strategic map.
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Re: Damage Calculation
OK, here's another guess for the answer to the "puzzle":
If you "mechanically" apply the attack and defense bonus modifiers, you may not calculate a correct hit probability because some abilities stack with each other, and others do not. For example, if you install an ECM1 (20%) and and ECM3 (60%) on the same ship, you will not get 20% + 60% = 80% bonus; rather, you will only get the 60%. Similarly, I believe that ECM and scattering armor do not stack, so if you install both scattering armor and ECM on the same ship, you will not get the combined bonus from the two components. I'm not sure if ship experience and fleet experience stack, but I have a suspicion that they do not. [ November 19, 2002, 06:37: Message edited by: Kamog ] |
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Ship and Fleet bonuses both stack. And, they all stack with each other. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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All right, I'm stumped... I'm out of ideas. This is a tough puzzle. I haven't given up yet, though. I'll look at the list one more time...
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Re: Damage Calculation
Two hints this time. http://forum.shrapnelgames.com/images/icons/icon7.gif
Hint #1 Someone has indirectly touched on the "error". Hint #2 The player who "mechanically" applies the attack and defense factors may (or may not) calculate an incorrect hit probability. Hint #3 It is not a punctuation error, grammar error, spelling error or additional lines. Hint #4 Possibly too much focus has been placed on individual trees rather than the forest. Hint #5 It is an error of d _ _ _ _ _ _ tion. I will be adding a letter until someone comes up with the answer. I must say, I never thought it would go on this long! http://forum.shrapnelgames.com/images/icons/icon7.gif |
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I was gonna say denotation, but that leaves an extra space...
d _ _ _ _ _ _ tion d e n o t a _ tion d e f i n i _ tion d e t o n a _ tion d e m o l i _ tion I think tbontob added an extra underscore, or he is really evil. http://forum.shrapnelgames.com/images/icons/icon12.gif j/k http://forum.shrapnelgames.com/images/icons/icon10.gif Edit: Wait... d e f o l i a tion That's it! That's the answer! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif [ November 19, 2002, 10:08: Message edited by: Imperator Fyron ] |
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Sorry, Fyron I made doubly sure it is the right number of letters. I didn't want to be strung up on the nearest lamp post. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Damn. I can't count.
[ November 19, 2002, 10:15: Message edited by: dumbluck ] |
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Destination.
Or.... Donkeyation! http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 19, 2002, 10:29: Message edited by: Imperator Fyron ] |
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Desperation.
Declaration. Disposition. Description. Of coarse, I have no Idea what error any of these word might be atatched to, but I kinda like word games... [ November 19, 2002, 11:08: Message edited by: dumbluck ] |
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It is a meaningful discription of the error. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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SJ. Where did you get this? And what does each of those modifiers mean? http://forum.shrapnelgames.com/image...s/confused.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">#1) Start at 100% accuracy before any modifiers are added. So if the only effect were a 20% ECM I, you would hit with 80% accuracy. #2) If you shoot at a planet, you add 200% to your accuracy. IE: it is [i]really[i] hard to miss a great big target like that, especially when gravity is helping you aim. #3) If you shoot FROM a planet (IE: weapon platforms), then you add 30% to your chance of hitting. A planet, shooting at an alien-infested moon colony, would thus get a +230% accuracy bonus added onto the other modifiers. #4) If you are shooting at a seeker (missile), then you suffer a 40% accuracy penalty. Point defense cannons get a 70% bonus to hit. So, ignoring other modifiers, That would give you a (100%[base] -40%[seeker] +70%[PDC] -40%[range4] = 90%) chance to hit at range 4. PS: And I got them straight out of Settings.txt (They are all moddable) [ November 19, 2002, 14:57: Message edited by: Suicide Junkie ] |
Re: Damage Calculation
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">deamidation demarcation deuteration
deamination demarkation devaluation debarkation dementation devastation debarration demibastion dezincation debellation denervation dialysation debullition denigration dialyzation decalvation denitration diffidation decantation dentilation diffraction decaudation denutrition dimidiation decertation deoxidation dipartition declamation departition diradiation declaration deperdition discerption declination deploration discreation decollation deplumation discubation decondition deportation disfunction decurvation depravation disjunction decussation deprecation dislocation dedentition depredation dismutation dedignation deprevation disparation defalcation deprivation disparition defiliation dereliction disposition defloration dermutation disputation defoedation description disrelation defoliation desecration dissilition deformation deselection dissipation defrication desiccation dissolution deglutition designation distinction degradation desperation distraction degustation despumation distriction dehortation dessication divulgation dehydration destination dockization deification destitution dualization delactation destruction duodenation delassation desucration duplication delectation deterration dysaptation delineation detestation dysfunction</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Not sure which one fits. Definition of "deuteration" available here (or try the "Top ten sites for 'DEUTERATION'"). [ November 19, 2002, 15:42: Message edited by: Krsqk ] |
Re: Damage Calculation
Hey now....
I also heard that racial and cultural bonuses apply only to SHIPS, and UNITS are not affected. Which would mean you need a seperate list for ships. It would also make sense to have a list for each unit. Since some units use standard componants (SATs, WP, Drones) and some (Fighters, Troops) have their own componants, and some (WP, Troops) are on planets and subject to bombardment, but one type can only attack a similar unit (troops). Instead of trying to define WEAPON, use the expression DIRECT FIRE WEAPON (componant). That should exclude Seekers, Stellar Manipulation, and INTEL. http://forum.shrapnelgames.com/images/icons/tongue.gif But... I'm sure someone will nit pick it to death. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Don't have much time, so will have to make this short. http://forum.shrapnelgames.com/images/icons/icon9.gif It is one of those words. But which one? http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Damage Calculation
Against the Religious Talisman
Stealth / Scattering Armor, ECM, and Experience: don’t help reduce hit probability. As such, don’t use ECM or Stealth / Scattering Armor against that race. Try to keep your Experienced ships to use against other races.. |
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[ November 19, 2002, 21:28: Message edited by: Imperator Fyron ] |
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I got it! I got it! It's an error of... ... ...... ........ .... ( http://forum.shrapnelgames.com/images/icons/icon12.gif ) duplication!!!!! Cultural traits are mentioned right underneath racial traits, where each culture affecting combat is listed. Later, near the bottom of the Attack modifiers, the "cultral" modifier Category Space Combat is listed. Quickngruvn indirectly touched on it on Nov. 16, 16:33 when he noticed that racial and cultural traits were combined. He fixed your typo in his correction (which came from the double entry), but didn't notice it was mentioned twice.
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Re: Damage Calculation
Damn! I could have sworn it was 'dysfunction'! http://forum.shrapnelgames.com/images/icons/tongue.gif Kudos, Krsqk, 'cos if I were a betting man, I'd put money on your guess....
[kicks self for not getting it after hint #1 http://forum.shrapnelgames.com/image...s/rolleyes.gif ] [edit] Feh. I can't even get the emoticon working.... Quikngruvn [ November 20, 2002, 02:14: Message edited by: Quikngruvn ] |
Re: Damage Calculation
Well, I was torn between despumation and deoxidation. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Damage Calculation
I agree, looks like Krsqk got the answer! By the way, I'm really impressed with your list of words: how did you come up with all those 11-character words that start with 'd' and end with 'tion'? Did you manually look them up in a dictionary, or did you write a program to generate a list?
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Re: Damage Calculation
Well, I started at http://directory.google.com/Top/Game...s/Dictionaries ...I don't remember which site I used, though. I don't waste my time hunting for words. (I use it trying to fill 59 systems with converted atmosphere, max conditions, max value planets, with no non-star systems, no asteroids, and sphereworlds on every star.) http://forum.shrapnelgames.com/images/icons/icon7.gif
[ November 20, 2002, 13:22: Message edited by: Krsqk ] |
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