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-   -   Tachyon Sensors (http://forum.shrapnelgames.com/showthread.php?t=30537)

Captain Kwok October 2nd, 2006 07:11 PM

Re: Tachyon Sensors
 
You'd need a range variable for the scanners to decrease in sight with longer distances. I don't think that exists/works outside of weapons.

Kamog October 3rd, 2006 01:26 AM

Re: Tachyon Sensors
 
Thanks for the explaination. http://forum.shrapnelgames.com/images/smilies/happy.gif
OK, so it sounds like once you have researched the highest level of tachyon sensors, you don't need basic scanners anymore. You just put the best tachyon sensors on your ships and you see everything in the system.

Q October 3rd, 2006 05:57 AM

Re: Tachyon Sensors
 
So what we need is a "sensor scammer" ability that reduces the sensor range of enemy sensors. As it is now, cloaking is still an all or nothing (probably mainly nothing) thing.

narf poit chez BOOM October 3rd, 2006 06:16 AM

Re: Tachyon Sensors
 
I thought Scanner Jammer did that in SEV?

Q October 3rd, 2006 06:26 AM

Re: Tachyon Sensors
 
Scanner is not equal to Sensor. They have different abilities.
Long range scanning lets you see the components and cargo of a ship.
Basic and tachyon sensors just let you see the ship itself but nothing else.

narf poit chez BOOM October 3rd, 2006 05:05 PM

Re: Tachyon Sensors
 
Ah, musta misread the post.

Q October 4th, 2006 09:15 AM

Re: Tachyon Sensors
 
As I can't mod the component.txt file in the demo (tried it), could someone who has the full game test the following situation please:
If you mod the tachyon sensor range to level / 5 (original * 1) you should get at maximum tech level a range of 7.4.
If you have now a ship with both basic sensor and modded tachyon senor: at what range will it detect a cloaked ship (maximum level)???
a) as I hope range 7 or 8.
b) at range of the basic sensor (more than 20).

If b) is true then just the maximum range and maximum sight level of both component are combined, which I would call a bug.


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