.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Weapon Ranges (http://forum.shrapnelgames.com/showthread.php?t=33225)

Tnargversion2 February 7th, 2007 10:54 PM

Weapon Ranges
 
I see that the maxium weapons range is 300; however, it looks like at the highest tech, plasma missiles, which I beleive have the farthest range only max out somewhere in the 200's. Is there a reason why weapons, particularly seeker weapons don't come close to this maxium range of 300 towards the higher techs?

Suicide Junkie February 7th, 2007 11:06 PM

Re: Weapon Ranges
 
The UI only shows 300, the actual max is 500.

Which is actually quite dissappointing when you're used to having those sweet SE3-style no-fizzle missiles.

The reason why existing weapons don't go that far?
They don't need to. Range is relative.

President_Elect_Shang February 7th, 2007 11:07 PM

Re: Weapon Ranges
 
No reason but you should note that 300 is the max set range. The max range can be modded out to 500 as with my Heavy Bombardment Missile Launcher. There is another issue with going past 300. The range display for weapons is only set for 300 so you would have to adjust it to display out further. I can't help you in that. The range display is very low on my priority list so I haven't tinkered with it yet.

thebigsilly February 8th, 2007 01:32 AM

Re: Weapon Ranges
 
I never knew that plasma missiles had the farthest range! I was wondering what weapon had the greatest range! Thank you for telling! http://forum.shrapnelgames.com/images/smilies/happy.gif

Tnargversion2 February 14th, 2007 12:08 AM

Re: Weapon Ranges
 
So where can one find where to manipulate weapon ranges, it sure is not like it used to be in SEIV?

And then an opinion. Does it seem that seeker weapons should have a significant range advantage over beam or direct fire weapons considering how easy it is to thwart them with PD. They all (every weapon) seem so close in range that there is no point to really research seekers into high technology. Further more the "Maxium Weapons Range" strategy although it works great, it seems by the time a fleet fires their long range missiles and then turn to avoid counter fire by the enemy, the enemy is already within weapons range using direct fire weapons. It would seem more realistic if seekers had a true standoff feel or at least get off two or three barrages before the enemy with beam weapons was within range.

President_Elect_Shang February 14th, 2007 12:51 AM

Re: Weapon Ranges
 
It is in the Settings.txt lines 134, 135, & 136 (Weapons Range Short, Medium, and Long). As far as PD vs Missiles goes that is an imbalance in Stock which is best fixed by adjusting the PD instead of the missile weapon.

Suicide Junkie February 14th, 2007 12:56 AM

Re: Weapon Ranges
 
Just as a note:
If the missile ships have time to turn and move off, the direct-fire ships will never catch up. Given equivalent tech, both fleets will be the same speed, after all.

At least not until they reach the edge of the combat map, and even then, you have to worry about retreat and/or circling.

Tnargversion2 February 14th, 2007 12:57 PM

Re: Weapon Ranges *DELETED*
 
Post deleted by Tnargversion2

Tnargversion2 February 14th, 2007 01:07 PM

Re: Weapon Ranges
 
Quote:

President_Elect_Shang said:
It is in the Settings.txt lines 134, 135, & 136 (Weapons Range Short, Medium, and Long). As far as PD vs Missiles goes that is an imbalance in Stock which is best fixed by adjusting the PD instead of the missile weapon.

Thanks PES, now how does this work in with the individual weapon ranges. I noticed in the Component Text, there are now formulas representing various aspects of the components. Unfortunatly my algebra skills (would this be algebra?) are antiquated and rusty. Do these formulas marry up in any way with the range settings in the Settings Text?

Tnargversion2 February 14th, 2007 01:09 PM

Re: Weapon Ranges
 
Sorry Suicide Junkie, I tried to quote your first statement, and I replied within your quote. User error.

Tnargversion2 February 14th, 2007 01:21 PM

Re: Weapon Ranges
 
Quote:

Suicide Junkie said:
Just as a note:
If the missile ships have time to turn and move off, the direct-fire ships will never catch up. Given equivalent tech, both fleets will be the same speed, after all.

At least not until they reach the edge of the combat map, and even then, you have to worry about retreat and/or circling.

I guess what I am trying to explain is that with the weapon ranges so close in range, that by the time the long range seeker vessels fire and then start to turn to run the direct fire vessels are already within range. Sure the seeker weapons get off the first shot, but that is it before the enemy has closed and is pummeling the seeker vessels that are frantically now running for their lives.

The combat map is large, or seems large, it would be interesting to see vessels lobbing long range missiles from one end of the tactical map with a significantly large range circles at a fleet of beam vessels on the other end trying to close and get within range.

President_Elect_Shang February 14th, 2007 02:45 PM

Re: Weapon Ranges
 
How does this work in with the individual weapon ranges? Well I am not to sure what the Short and Medium range entries are for. I have at least one suspicion; that for the ease of modding it would have controlled a blanket type to-hit formula. So if the target was short range the short range formula would have been used. Something to that effect, I have never asked but maybe one of the other Beta testers have. The Long range is the controller for the max range of any weapon. So you can set a weapon that will target in at 350 but if the Long setting is 300 the weapon will wait till 300 to engage. This is also how the weapon range formula (you can use SE4 style range entries) marries up with this setting.

Having the beam and missile weapons target in at about the same range is irritating to me also. The SFTC-Lite and SFTC had both addressed this issue.

Finally having the ships lob across the map is not possible unless you shrink the size of the combat map. Which is line 432 "Space Combat Map Radius". Otherwise max weapon range can be set at 500 and max combat map size at... uh I really don't know. The SFTC and SFTC-Lite use 2,500 size maps so there is plenty of maneuvering space between fleets armed with my long range missile weapon and or spinal weapons.

Did I cover all your questions? If not just ask again and I will be happy to help in any way.

Phoenix-D February 14th, 2007 04:08 PM

Re: Weapon Ranges
 
As far as I can tell, ranges in settings.txt are used to determine which ranges are short, medium and long for the strategies. They don't affect weapon range at all.

Tnargversion2 February 14th, 2007 04:21 PM

Re: Weapon Ranges
 
Quote:

President_Elect_Shang said:


Having the beam and missile weapons target in at about the same range is irritating to me also. The SFTC-Lite and SFTC had both addressed this issue.

Thank you for responding PES, If I may ask, which files did you specifically moddify to address these range issues in your mods. More specifically, which lines did you change and how did you change them. Just an example would work, I'll try and figure out the rest from there.

President_Elect_Shang February 14th, 2007 05:38 PM

Re: Weapon Ranges
 
@P-D: Good point, I never thought about it being called on for that reason. It sounds logical.

@TV2: The SFTC and SFTC-Lite are complete conversion on the SE5 game. All new everything from the infrastructure to the components to the planet capacities. Nothing much from Stock SE5 remains and what little still does will be tossed out the window as I continue work. So the short answer to your question is... I tossed out all the Stock components including weapons and built in my own. If you would like to take a look I would be more than happy to provide a copy. I used to have it posted here but pulled it when it became clear no one was going to help with testing. By pulling it that released me from any obligations toward updates. http://forum.shrapnelgames.com/images/smilies/wink.gif

Tnargversion2 February 19th, 2007 05:19 PM

Re: Weapon Ranges
 
Quote:

President_Elect_Shang said:
@P-D: Good point, I never thought about it being called on for that reason. It sounds logical.

@TV2: The SFTC and SFTC-Lite are complete conversion on the SE5 game. All new everything from the infrastructure to the components to the planet capacities. Nothing much from Stock SE5 remains and what little still does will be tossed out the window as I continue work. So the short answer to your question is... I tossed out all the Stock components including weapons and built in my own. If you would like to take a look I would be more than happy to provide a copy. I used to have it posted here but pulled it when it became clear no one was going to help with testing. By pulling it that released me from any obligations toward updates. http://forum.shrapnelgames.com/images/smilies/wink.gif

If you don't mind I would like to take a look at your two mods. I don't know what is easier, posting here or via email. I will send you an PM with my email address.

Thanks

Kana February 20th, 2007 04:41 AM

Re: Weapon Ranges
 
Quote:

President_Elect_Shang said:
I used to have it posted here but pulled it when it became clear no one was going to help with testing. By pulling it that released me from any obligations toward updates. http://forum.shrapnelgames.com/images/smilies/wink.gif

Sorry haven't had time...

Tnargversion2 February 20th, 2007 08:18 PM

Re: Weapon Ranges
 
Thanks PES, I will take a look at it tonight.


All times are GMT -4. The time now is 08:48 AM.

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