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-   -   Fire Rate 0 (http://forum.shrapnelgames.com/showthread.php?t=24175)

El_Phil June 14th, 2005 07:16 AM

Fire Rate 0
 
I was playing around with my mod, trying to balance fighter weapons. Due to forgetfullness I set the fire rate of one of the fighter missiles as 0. Running a test in the simulator I found that the fighter could now fire for as long as it had supplies and targets.

Probably people already know this, but it was news to me so I thought I'd pass it on in case someone didn't

geoschmo June 14th, 2005 09:49 AM

Re: Fire Rate 0
 
Are you saying that fire rate 0 is the same as fire rate 1? Or are you saying it can fire multiple times in one round of combat?

El_Phil June 14th, 2005 11:15 AM

Re: Fire Rate 0
 
Multiple times in one round of combat. As its fighters they don't seem to need multiplexers to fire on multiple targets.

I checked in on normal ships and the multiplex limit still applies, but the weapons can fire multiple times in one round.

RCCCL June 14th, 2005 11:26 AM

Re: Fire Rate 0
 
Well that's not cheating http://forum.shrapnelgames.com/image...ies/tongue.gif. I suppose though, if you made a weapon with low dam, that mihgt be a cool thing to do. Hmm let me make a possible example.

Name := Death Ray I
Description := Mid range weapon that lays down a continous beam, using all of a ships resources
Pic Num := ??
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 25
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 5
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 2000

There, what do you think? http://forum.shrapnelgames.com/image...es/biggrin.gif
Obviously scale it down for units.
Think what would happen if the ship had a quantum reactor. http://forum.shrapnelgames.com/images/smilies/shock.gif

:Edit: Oops, mispelled somehting.

El_Phil June 14th, 2005 11:33 AM

Re: Fire Rate 0
 
As I remember Quantum Reactors (been so long since I played a mod which included them http://forum.shrapnelgames.com/images/smilies/wink.gif) they only fully regenerate the supplies at the end of the turn. So the beam would stop firing when the supplies ran out, then could be started again next turn.


Still for a ship mounted point defence weapon there is potential. With such a weapon you could garuntee you would kill fighter group x, but with limited multiplex you couldn't kill every fighter group.

RCCCL June 14th, 2005 11:43 AM

Re: Fire Rate 0
 
A weapon that has the possibility to destroy a ship in one round of combat is great in my opinion. It only reasons it should have a draw back. Think of it as an all or nothing type of weapon.

douglas June 14th, 2005 11:44 AM

Re: Fire Rate 0
 
The end of turn thing is only for sharing supplies in a fleet. A ship with a quantum reactor and this weapon would keep shooting without limit until all valid targets within range were destroyed, up to its multiplex tracking limit.

RCCCL June 14th, 2005 11:46 AM

Re: Fire Rate 0
 
Well there you go..... Another reason alot of mods remove the quantum reactor http://forum.shrapnelgames.com/images/smilies/wink.gif.

geoschmo June 14th, 2005 11:49 AM

Re: Fire Rate 0
 
I'm curious if you have tried this in a simultaneous game. Will the AI continue firing, or does it only shoot once per combat round?

douglas June 14th, 2005 11:50 AM

Re: Fire Rate 0
 
Or make it ridiculously advanced and expensive. Getting the quantum reactor in Adamant Mod takes a LOOOOOOOOOOOOOOOOOOOOOOOONG time, and actually building it costs 20000 of each resource. Great for special supply ships, 1 or 2 per fleet, but not something you'd want on your primary warship design as is common in stock.

El_Phil June 14th, 2005 11:54 AM

Re: Fire Rate 0
 
I never was much of a fan of QR components, supply generation definetly but QR did seem somewhat silly.

Whilst poking around it did produce some.... interesting fighter combat. As the range of the trial missile was only one and there was no target limit one well positioned fighter stack could protect an entire fleet from missiles. But the enemy fighters where just as deadly.

RCCCL June 14th, 2005 12:00 PM

Re: Fire Rate 0
 
The enemy AI is the reason I attmepted to make my example weapon big and expensive. Well that and to keep it from being super exploited. http://forum.shrapnelgames.com/images/smilies/laugh.gif

RCCCL June 14th, 2005 12:01 PM

Re: Fire Rate 0
 
As for a continous game, hmmm. Only one way to find out. BRB with the answer http://forum.shrapnelgames.com/images/smilies/happy.gif.

RCCCL June 14th, 2005 12:25 PM

Re: Fire Rate 0
 
Yes, it does work in Simultaneous games. In fact the replay is still going since I used my example weapon up there and it only does 5 damage a hit http://forum.shrapnelgames.com/images/smilies/laugh.gif.

douglas June 14th, 2005 01:09 PM

Re: Fire Rate 0
 
I wonder what happens when you use that weapon against something with emissive armor http://forum.shrapnelgames.com/images/smilies/laugh.gif. Does it ever stop?

El_Phil June 14th, 2005 01:18 PM

Re: Fire Rate 0
 
If the ship has a QR then I would guess not. A possible bug http://forum.shrapnelgames.com/images/smilies/wink.gif

Puke June 14th, 2005 05:10 PM

Re: Fire Rate 0
 
wow, this is really cool. im thinking of that Legend of the Galactic Heroes mod, and the defensive "death-star" type weapon on the space fortress.

many sci-fi genres include massive area-effect weapons that can destroy entire fleets. this would be a great way to model something like that, if they could be put on zero-movement ships.

the 0-move ship would act like a base, and would be the only thing capable of mounting the super weapon. limited supplies could dictate how often it could fire. you would not have to remove QR, if you just made it so that the weapon took up the entire hull.

this could be very cool.

geoschmo June 14th, 2005 05:39 PM

Re: Fire Rate 0
 
Oooooo, somebody try testing a fire rate 0, range 21 capital ship missle. http://forum.shrapnelgames.com/images/smilies/evil.gif (insert maniacal laugh here)

Phoenix-D June 14th, 2005 05:55 PM

Re: Fire Rate 0
 
Uh, Geo? Putting this on a seeker might be a bad idea..

See, it fires until the target dies or it runs out of supplies. And seekers don't move until the end of the round. Which means one of two things.

1. If the firing ship has limited supplies, the unlucky sap who gets targeted first will recieve as many seekers as the firing ship can fire.

2. If the firing ship has unlimited supplies, the firing ship will never stop firing. Range Check Error ahoy! http://forum.shrapnelgames.com/images/smilies/happy.gif

Ed Kolis June 14th, 2005 06:04 PM

Re: Fire Rate 0
 
Hmm, this idea reminds me of the "streamer" weapons from MOO1... since ships were stacked in MOO1 like fighters are stacked in SE4, you could have weapons that "pierced" one ship in a stack and damaged the next... thus you could take out dozens of tiny ships with a sufficient graviton beam volley, whereas a volley of some other weapon would just destroy the top ship on the stack... Interestingly enough, I think the idea was brought back for MOO3, since ships in MOO3 are grouped into task forces, but it's really hard to tell because the game documentation is so abtruse http://forum.shrapnelgames.com/image...s/rolleyes.gif

Grandpa Kim June 14th, 2005 09:15 PM

Re: Fire Rate 0
 
I wonder if you could set it to .5 so that a weapon would fire twice per turn? Also .33, .25, .2 etc. I don't think numbers like .8 or 2.3 would work. They would likely just round up.

Fyron June 14th, 2005 09:33 PM

Re: Fire Rate 0
 
Fractional fire rates do not work. You can either only fire once in a round, or an infinite number of times (subject to supply constraints). With its real time combat engine, SEV should allow far finer gradations of firing rates.

ZeroAdunn June 16th, 2005 02:28 AM

Re: Fire Rate 0
 
You know, I have always been interested in modding the weapon from enders game. The one that generated a field in which subatomic particles could not bond. I think a fire rate 0 weapon would work nicely, throw on unlimited Multiplex, and anything within range dies...

Phoenix-D June 16th, 2005 04:01 AM

Re: Fire Rate 0
 
Only problem with that is that weapon is supposed to affect friendlies as well.

Puke June 16th, 2005 01:27 PM

Re: Fire Rate 0
 
yeah, and its not everything within range of the firerer. its everything within range of the target.

just cant be done, in SE4. unless with some sort of alegiance subverter, super-weapon, self-destruct combo. but we cant script things.

maybe in se5.

douglas June 16th, 2005 01:36 PM

Re: Fire Rate 0
 
You know, this could get interesting with a tractor or repulser beam. "This device creates a strong omnidirectional gravitational effect, causing all enemy ships within range to move to/away from this ship." I just hope the AI is smart enough not to shoot it at ships that have nowhere to go, or no more than once at any given ship.

luke_slovakian June 16th, 2005 11:24 PM

Re: Fire Rate 0
 
haha man that would fun to watch....but think about a 1500k ship with 2 of those and bridge n all that so it takes 500 and than 1000k on supply lvl threes u can fire a long like taht espiccialy w/ a quantum reacter. I think the ship would own.:-p

ZeroAdunn June 17th, 2005 01:52 AM

Re: Fire Rate 0
 
Negative, the weapon would just have to be mounted on a drone. It can be done.

luke_slovakian June 17th, 2005 02:11 AM

Re: Fire Rate 0
 
oh man dreadfull. hehe that would be a nice one to pull over a guy that doesnt know fire rate is 0. lol


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