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-   -   Point Defence and Maximum Weapons Range orders (http://forum.shrapnelgames.com/showthread.php?t=7847)

geoschmo November 20th, 2002 04:12 PM

Re: Point Defence and Maximum Weapons Range orders
 
Quote:

Originally posted by God Emperor:
@PvK
Which file has the toggle that you mentioned?


Originally posted by Phoenix-D:
"Dont Fire On Seekers(On Us) := True
Dont Fire On Seekers(On Others) := True"

That's the toggle PvK was refering to.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">Actually I am pretty sure what Pvk was refering to was the toggles within the strategies setup screen in the game itself. For each strategy there is a "DO not fire on these types" box, and the seekers (on others) and seekers (on us) are listed there. Making changes to the default strategies files, or to the component files for the PDC as SJ suggests will likely help, but if you are playing on PBW or something and don't have these changes in a mod they wont help. If Pvk's idea works (Don't know cause I haven't tested it yet) you could fix it in any game you are playing, without changes to the stock files. So it would work in PBW games without a mod.

Geoschmo

EDIT: On second thought, changes to the strategies file might work, because that might get carried over into your .emp file when you load it. Not sure abou tthat one. Would need to test it. But the PDC damage change would definetly require a mod.

[ November 20, 2002, 14:14: Message edited by: geoschmo ]

Rexxx November 21st, 2002 03:23 PM

Re: Point Defence and Maximum Weapons Range orders
 
Quote:

Originally posted by PvK:
It's just that the "Target seekers targeted on..." toggle orders in ship strategies are often misunderstood. To get what you want, set these to NO. Doing this does NOT stop the ship from firing PD at seekers (regardless of whether they are targetted on the ship in question, or not).

If you set these to YES, then the ship will actually maneuver itself to hunt and destroy enemy seekers.

So, most often you want to set these to NO with strategies that are designed to avoid contact, or to stand off at long range.

PvK
<font size="2" face="Verdana, Helvetica, sans-serif">In my previous post I negated/doubted the effects of PvKs statement. Well, I was wrong.

After lots of tests there is only one conclusion: Take every word for granted. Setting the toggles "Don't fire on Seekers" (On Us) and "Don't fire on Seekers" (On Others) = True makes the difference.
I ran the tests with missile ships (CSM reload time set to 3, 5 and 10) and a strategy you see below.
The ships fired their missiles at maximum range and EVERYTIME headed for the next corner during reload time and came back when the missiles were ready to fire again. None of them was hunting enemy seekers.

Name := Hit and Run
Primary Movement Strategy := Maximum Weapons Range
Secondary Movement Strategy := Don't Get Hurt
Targeting Priority 1 := Nearest
Targeting Priority 2 := Has Weapons
Targeting Priority 3 := Strongest
Targeting Priority 4 := Largest
Use Type Priority First := False
Type Priority Planets := 8
Type Priority Fighters := 11
Type Priority Seekers(On Us) := 12
Type Priority Seekers(On Others) := 13
Type Priority Mines := 14
Type Priority Carriers := 3
Type Priority Colony Ships := 4
Type Priority Transports := 5
Type Priority Bases(No Weapons) := 6
Type Priority Ships(No Weapons) := 7
Type Priority Bases := 2
Type Priority Ships := 1
Type Priority Satellites := 9
Type Priority Drones := 10
Dont Fire On Planets := False
Dont Fire On Fighters := False
Dont Fire On Seekers(On Us) := True
Dont Fire On Seekers(On Others) := True
Dont Fire On Mines := False
Dont Fire On Carriers := False
Dont Fire On Colony Ships := False
Dont Fire On Transports := False
Dont Fire On Bases(No Weapons) := False
Dont Fire On Ships(No Weapons) := False
Dont Fire On Bases := False
Dont Fire On Ships := False
Dont Fire On Satellites := False
Dont Fire On Drones := False
Fighters Launch Group Amount := 20
Break Formation Planets := True
Break Formation Fighters := True
Break Formation Mines := True
Break Formation Carriers := True
Break Formation Colony Ships := True
Break Formation Transports := True
Break Formation Bases(No Weapons) := True
Break Formation Ships(No Weapons) := True
Break Formation Bases := True
Break Formation Ships := True
Break Formation Satellites := True
Break Formation Drones := True

I did the same test with the toggles set to "False". After firing their missiles the ships moved away from the enemy but only some of them headed straight for the next corner. The rest (which are closest to the enemy) began moving - I would say - erratically, never using the full amount of movement points, zigzag courses. One combat turn later they actually began hunting enemy seekers.

Thanks PvK, as I said before I never would have thought of that one.

Phoenix-D November 21st, 2002 06:19 PM

Re: Point Defence and Maximum Weapons Range orders
 
"Actually I am pretty sure what Pvk was refering to was the toggles within the strategies setup screen in the game itself."

Probably. But the toggles I posted do the same thing, which was why I noted God Emperor already had them in his file.

Phoenix-D

PvK November 21st, 2002 09:38 PM

Re: Point Defence and Maximum Weapons Range orders
 
I was referring to both, but specifically the in-game ones. They both have the same effect, but the files apply to the AI and default strategies for humans, while the in-game ones are they way the player can tweak their own.

At any rate, yes, I think they solve the problem described.

Adding the 1 damage to PD at long range isn't necessary, and would sometimes have the side effect, in battles that use a lot of the tactical map, anyway (rare, but they can occur) where a PD weapon would use opportunity fire on an enemy on the far side of the map, with a 99% chance to miss, or do 1 damage if it hit. Meanwhile, if there are unit threats to the ship itself, it's PD would've been wasted.

PvK

geoschmo November 21st, 2002 10:34 PM

Re: Point Defence and Maximum Weapons Range orders
 
Just for clarification though Pvk (or anyone who knows) this will not prevent your PDC from firing on seekers that get into range on there own right? It will only prevent seeker hunting, or milling about correct? I am asking, cause I just want to be sure.

Geoschmo

Rexxx November 21st, 2002 10:55 PM

Re: Point Defence and Maximum Weapons Range orders
 
Quote:

Originally posted by geoschmo:
Just for clarification though Pvk (or anyone who knows) this will not prevent your PDC from firing on seekers that get into range on there own right? It will only prevent seeker hunting, or milling about correct? I am asking, cause I just want to be sure.

Geoschmo
<font size="2" face="Verdana, Helvetica, sans-serif">In my test games PDCs still fired on incoming missiles but that was definitely no hunting, just short range defense.

[ November 21, 2002, 20:58: Message edited by: Rexxx ]

God Emperor November 22nd, 2002 12:27 AM

Re: Point Defence and Maximum Weapons Range orders
 
Just as a note,
I just went into the Empire Status/Strategies menu for one of my races that I have set an AI_Strategies file for, and the settings do both match. Hence, my earlier play tests when I kept changing the AI_stategies.txt settings (including the seekers=True modification which I posted earlier) should have made a difference, except.....

I'm now just wondering whether I shut the game down and reloaded the turn, or whether I just simply reloaded the turn.
It does make a difference of course as some files are only read during the game startup whilst others seem to be read when called upon.

I have just have completed a number of tests that confirm that strategies settings changes dont take effect unless the game is shut down and reloaded. Simply reloading the turn is not enough (I know this also to be true for AI_Research files as well).


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