.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Anti-Matter Torpedo (http://forum.shrapnelgames.com/showthread.php?t=9193)

QuarianRex April 21st, 2003 07:55 PM

Re: Anti-Matter Torpedo
 
Quote:

Originally posted by Taera:
fyron, if a ship has a lot of cannons it will skip about 6 and then fire at next target. tested.
<font size="2" face="Verdana, Helvetica, sans-serif">Could you elaborate?

PvK April 21st, 2003 11:05 PM

Re: Anti-Matter Torpedo
 
I think they're just talking about the damage threshold in strategy firing tactics. Multiplex tracking works under AI control in the current patch, so it will shoot until it reaches the indicated percentage, and then switch to a target that is not damaged to that point yet.

PvK

Fyron April 22nd, 2003 05:28 AM

Re: Anti-Matter Torpedo
 
What if the target is destroyed before the damage threshhold is reached? Does the ship fire the remaining weapons that would have been fired at that target on the new one, or just leave those weapons idle?

Karibu April 22nd, 2003 12:38 PM

Re: Anti-Matter Torpedo
 
Quote:

Originally posted by Phoenix-D:
"Even in the warp point range has meaning, though less than normally. I would suggest strong weapons with low range for use in warp point, like ripper beam."

Careful with this. If a large enough defending fleet and attacking fleet fight, you may find that some of the attackers are out of range when they warp in.

Ripper beams are powerful, but only if you can close the range.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">The thing with large fleets is, that when they are big enough, they tend to be on the range at the beginning. Especially in the warp point, the starting distance is point blanc. Just yesterday I saw one combat where 100 ship fleet went through warp point and ended up in a place where was over 100 enemyships, planet, and some battle stations. The warping fleet was located in the middle and waiting enemyships were all around the intruder fleet. So, I say that range has not much meaning in the warp point, especially when you have enouhg targets just beside you.

[ April 22, 2003, 11:39: Message edited by: Karibu ]

rdouglass April 22nd, 2003 09:34 PM

Re: Anti-Matter Torpedo
 
Quote:

Originally posted by Imperator Fyron:
What if the target is destroyed before the damage threshhold is reached? Does the ship fire the remaining weapons that would have been fired at that target on the new one, or just leave those weapons idle?
<font size="2" face="Verdana, Helvetica, sans-serif">Weapons that have not been fired are available for the next combat round IIRC. However, I don't know exactly about the algorythms involved when multiplex tracking is involved.

I remember with SEIII you could set the amount of "damage" that each ship was targeted, but I don't think you can w/ SEIV. Too bad - I liked that feature. http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron April 22nd, 2003 10:46 PM

Re: Anti-Matter Torpedo
 
I think there is a damage setting. Check the strategies editting window.

PvK April 23rd, 2003 02:13 AM

Re: Anti-Matter Torpedo
 
There is a damage setting, but Taera says it doesn't work as you might expect, and recommends experimenting with 20% and 80% settings - he says 20% works better.

As of Gold Patch 3 though, multiplex tracking is working rather well. My impression was that no firepower was being wasted as long as targets were available.

And yes, SE3 target assignment is a much cooler system. Too bad it wasn't kept in SE4. http://forum.shrapnelgames.com/images/icons/icon9.gif

PvK


All times are GMT -4. The time now is 01:06 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.