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-   -   Splitting PD (http://forum.shrapnelgames.com/showthread.php?t=22824)

El_Phil February 17th, 2005 10:36 AM

Splitting PD
 
Hello all

I've been working on a mod idea on and off for a while and recently got back to it and remembered why I stopped last time: Splitting the PD into an anti-fighter and an anti-seeker version and then getting the AI to actually use them! http://forum.shrapnelgames.com/images/smilies/happy.gif

At the moment the AI will only fit the anti-fighter version and the only way I know to get the anti-seeker version on is to change the ship design, at which point its a ship full of PD with no guns.

So I was wondering if anyone had done it before or had any clever ideas I should, but don't know.

If not then would giving a standard PD a big drop in chance to hit and missiles a corresponding increase in chance of being hit work? That way the PD has less chance against fighters, but seekers still get shot down.

Cheers

Atrocities February 17th, 2005 10:53 AM

Re: Splitting PD
 
This idea has been used in many mods over the years.

The idea of using PDC's as seperated weapons is a logical alternative to just having PDC's. PDC's are very powerful and will decimate fighter groups, drones, and such so many modders have taken the steps to seperate them.

The thing is, you have to mod so that the AI will use on its designs. You will have to change weapon family numbers, add the ability to the Design creation files, or use AI Tages.

Getting the AI to use your weapons is an effort of trial and error.

I suggest reading or posting over at www.spaceempires.net forums in the Mod Works section and asking some questions there as well as here.

Strategia_In_Ultima February 17th, 2005 11:00 AM

Re: Splitting PD
 
Missiles (seekers anyway, not Missile Pods) hit ALWAYS. Plus or minus damage modifiers are useless. It will hit a ship with -500 to hit, simply because it tracks its target.

El_Phil February 17th, 2005 01:14 PM

Re: Splitting PD
 
Quote:

StrategiaInUltima said:
Missiles (seekers anyway, not Missile Pods) hit ALWAYS. Plus or minus damage modifiers are useless. It will hit a ship with -500 to hit, simply because it tracks its target.

I was thinking more of a big combat to hit defence minus. Or a very similarly named attribute http://forum.shrapnelgames.com/images/smilies/wink.gif. Like big sized ships have a penalty and are easier to hit, so the missiles would have the same type of penalty so making it easier for the PD to hit.

I'm leaning towards going that way, mainly as it avoids touching the AI. TDM seems to have no problem with what I've done so far and after a few pokes at the research and ship design files some of the races are using the new weapon families. Frankly I think that was more luck than judgement and I really don't want to dabble in the black art of AI poking more than I have to

Strategia_In_Ultima February 17th, 2005 01:59 PM

Re: Splitting PD
 
I don't believe that what you're saying is possible, but you COULD split the PD if you can manage that and then make the anti-missile PDCs have a high Weapon Modifier (as Combat To Hit Offense Plus affects ALL your weapons). Weapon Modifiers can be found approx. 2 lines below the weapon damage.

Here's hoping Aaron puts are-of-effect weapons into SEV so we can make flak cannons as PDCs... would be more realistic.

El_Phil February 17th, 2005 02:14 PM

Re: Splitting PD
 
Well there goes another otherwise damn fine plan...

Still I might as well give it a try, what's the worst that can happend hey?

Alneyan February 17th, 2005 02:20 PM

Re: Splitting PD
 
If I understand you correctly, you would like missiles to have a defence penalty. If that's so, this line in settings.txt is your friend:

Quote:

Seeker Combat Defense Modifier := 40

A negative number should work fine, but I have never tested it. I am not sure I understand what you would like to do though (besides toying with the AI, but that's something I know nothing about).

Fyron February 17th, 2005 03:13 PM

Re: Splitting PD
 
Point Defense Cannons are added by the Point-Defense AI tag ability. It does nothing other than allow the AI to add PDCs as a miscellaneous ability. You must add a new AI tag ability to the point-defense weapon that the AI does not currently use (just replace Point-Defense ability with it) and add this to the AI ship designs. Otherwise, the AI will only use the PD weapon that it considers to be the "Most advanced." Information on how the AI evaluates the "most advanced" component is located *here*.

El_Phil February 17th, 2005 03:56 PM

Re: Splitting PD
 
Quote:

Alneyan said:
If I understand you correctly, you would like missiles to have a defence penalty. If that's so, this line in settings.txt is your friend:

Quote:

Seeker Combat Defense Modifier := 40

A negative number should work fine, but I have never tested it. I am not sure I understand what you would like to do though (besides toying with the AI, but that's something I know nothing about).

Nothing to do with the AI, infact avoiding AI poking is the aim of the plan.

The idea is: Give seekers a defence penalty, but the PD cannon less good at hitting things. These two should balance out if I put the same number in both right?

If thats right then the PD cannon would also be less good at hitting fighters, but still effective against missiles. So making fighters more usefull without having to split PD into two seperate groups and mucking around with the AI.

Alneyan February 17th, 2005 04:09 PM

Re: Splitting PD
 
You should then remove that defence bonus seekers get, and reduce PDC accuracy bonus by the same amount, and voilą! Seekers are still as easy to hit, and fighters will be harder to hit.

I am not sure if a negative value would work here, but I think it would be fine (planets have a negative defence penalty).


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