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

Caduceus September 28th, 2006 11:24 PM

Tachyon Sensors
 
Tachyon Sensors, available at level 4 Sensors (RP 18 000) scans 2 sectors for cloaked ships - it has a cumbersome size (40kT) and cost 1500Min 500Rad, so therefore is only useful for larger ships/bases. Will it replace "normal" scanners or does it only see cloaked ships?

Captain Kwok September 28th, 2006 11:32 PM

Re: Tachyon Sensors
 
It does normal scans as well but not to the same distance as the basic sensors.

Phoenix-D September 28th, 2006 11:39 PM

Re: Tachyon Sensors
 
In SE5 there is no difference between "normal" and "cloak detecting" scans. Only the level of the scan counts. Tachyon has a higher scan level and lower range than a Basic sensor of the same range; if you mount them both you should get a couple of hexes of high-power detection, then the rest low.

The first part is important for mods, and if your opponent has low-level cloaking. If your sensor level is high enough, and his cloak low enough, you CAN see cloaked ships with basic sensors.

Caduceus September 28th, 2006 11:39 PM

Re: Tachyon Sensors
 
Thanks, Kwok. Given your ever-presence, I am starting to wonder if you are a bot http://forum.shrapnelgames.com/images/smilies/wink.gif

Captain Kwok September 29th, 2006 12:27 AM

Re: Tachyon Sensors
 
Quote:

Caduceus said:
Thanks, Kwok. Given your ever-presence, I am starting to wonder if you are a bot http://forum.shrapnelgames.com/images/smilies/wink.gif

It takes one to know one.

narf poit chez BOOM September 29th, 2006 02:22 AM

Re: Tachyon Sensors
 
Kwoks a bot, Cadaceus is a bot, Fyrons an alien, Geoschmo is a big eye, I'm a mouse...Is anyone human on here?

wake_of_angels September 29th, 2006 02:49 AM

Re: Tachyon Sensors
 
Really, you want to know if there is a human?
I only believe this forum is on a venusian server or something like that...

Tell of an angel

Strategia_In_Ultima September 29th, 2006 06:49 AM

Re: Tachyon Sensors
 
Anyone human? Iunno. Not me at any rate. I'm just a figment of your collective imagination.....

Matryx September 29th, 2006 09:10 AM

Re: Tachyon Sensors
 
I think it would be important to change the basic sensors so they stay at detection 1 - otherwise, until you are very very late in game there's really no point to use Tachyons.

Of course - it's hard to tell with a 100 turn demo http://forum.shrapnelgames.com/images/smilies/wink.gif

Also - I *think* I'm human.

Ed Kolis September 29th, 2006 09:18 AM

Re: Tachyon Sensors
 
Quote:

Phoenix-D said:Tachyon has a higher scan level and lower range than a Basic sensor of the same range; if you mount them both you should get a couple of hexes of high-power detection, then the rest low.

Really? I got the impression that a ship got the best range *and* level of any of its scanners, so if you put a R3L1 scanner and a R1L3 scanner on your ship, you'd get an effective R3L3 scanner... The way you describe makes more sense, of course, and offers more modding potential; I just didn't think Aaron had bothered to make it that way http://forum.shrapnelgames.com/image...ies/tongue.gif

ToddT September 30th, 2006 12:21 AM

Re: Tachyon Sensors
 
Basic Scanners go to lvl, 21 Tachyon goes to lvl 26.
Basic scannner lvl 1 starts at range 3 detction lvl 1.2.
range increases by 1 per lvl, dection increases by .2

Tachyons start at range 2 and detection 2. both range and detection increases by one per lvl.
in the end tachyon scanners out range basic scanners, but given research cost why bother, well combat sensors got to lvl 30. and tachyon scanners will see mines more readily, not sure how high mine lvls go or specs but lvl3 mines can be seen by lvl 21 basic sensors and lvl 5 tachyon.
something to ponder.

Slick September 30th, 2006 03:36 AM

Re: Tachyon Sensors
 
I'm konfused. Does this mean that basic scanners, after reaching level 6, can see enemy mines? This doesn't seem right.

[Note: I checked vehiclesizes.txt and mines prevent level 5 scans]

Kana September 30th, 2006 04:20 AM

Re: Tachyon Sensors
 
Yet again it seems we still have the generic scan type...with different 'names' applied...yet no difference between what they can really detect. Going to make for some ugly modding...

Suicide Junkie September 30th, 2006 09:47 AM

Re: Tachyon Sensors
 
<font class="small">Code:</font><hr /><pre>Ability 1 Amount 1 Formula := 1 + ([%Level%] / 5)</pre><hr />The basic sensor power level only goes up by 0.2 scan levels per tech level. Eventually it will exceed strength 5, but you have to do more research than you think.

ToddT September 30th, 2006 07:35 PM

Re: Tachyon Sensors
 
Basic scanners increase by point 2 per lvl and top out at 5.2 at lvl21 so basic scanners can't see mines til lvl 21.
as specified in my prior post. Its lvl 5 tachyon scanners that can see mines of lvl3. lvl 5 tachyons detect at lvl 6.(at range 6)
By that time basic sanners have reached lvl 8. but can only detect at 2.6 (at range 10)

Q October 2nd, 2006 04:22 PM

Re: Tachyon Sensors
 
If I understand this correctely the sight level remains the same for the entire range. Can it be modded that the sight level decreases with range??
If not, you might have to create different sensor types: 1.) long range but with limited sight level that will miss top cloak level ships.
2.) short range (perhaps only 1-2 sectors with high sight level that will defeat any cloaking.

Captain Kwok October 2nd, 2006 04:28 PM

Re: Tachyon Sensors
 
A bit of an aside, but that's how Scanner Jammers work - they subtract from the effective range of the opponent's Long Range Scanner. But you can't do that for a component though.

About your 2nd suggestion, that's sort of how it works now except at really high tech levels in stock. Basic Sensors do long range but low sight, while Tachyon does shorter range and high sight. I made this more apparent with the Balance Mod as I continue to plug it as much as possible these days. http://forum.shrapnelgames.com/image...ies/tongue.gif

Kana October 2nd, 2006 06:59 PM

Re: Tachyon Sensors
 
Quote:

Captain Kwok said:
A bit of an aside, but that's how Scanner Jammers work - they subtract from the effective range of the opponent's Long Range Scanner. But you can't do that for a component though.


If its based on a formula, I dont see why you couldnt have a sliding scale for detection ability at range...

Phoenix-D October 2nd, 2006 07:05 PM

Re: Tachyon Sensors
 
The range and power are in seperate forumalas that may not refer back to each other.

Captain Kwok October 2nd, 2006 07:09 PM

Re: Tachyon Sensors
 
How it works:

Your ship has a Scanner Jammer with an amount of 10. The opponnents Long Range Scanners can scan ships 12 sectors away. This means the he can only scan the items on your ship if your 2 hexes or closer etc.

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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