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Trachmyr April 17th, 2001 02:08 AM

Damage.txt
 
One of the games I really enjoied playing/customizing was Dark Reign. They used a Damage.txt file to allow diffrent weapons to affect diffrent armor(+shields in SE4), well... diffrently.

It would work like this... each armor would have a type (i.e., 1 or Standard, etc.), as would each type of shields. Each weapon would have a diffrent type of damage. When damage is then allocated to a ship, it looks at the Damage.txt file and sees that "Particle" weapons do only 50% damage to "phased" shields, or that "Dense" weapons do 200% damage to "standard" armor, or that "shield depleters" do 100% to all shields but 0% to all armor and componets. Additionally componets could be given a type (i.e., Normal, Engines, Weapons, Computers, Etc.), this way the old damage types can be completely removed in favor of this new system. Also a value of "X" means that the damage skips that componet, thus allowing for shield/armor skipping weapons. The only special types that need remain are warp/tractor weapos. (You could even have an entry for Planets, allowing some weapons to be good for planetary assault... while others pitiful at best)

What do you think?

Aussie Gamer April 17th, 2001 02:29 AM

Re: Damage.txt
 
Sounds good but I think that due to the way the game is written, you would have to have to have different components to do the job!
I am not a programmer but I have been having a lot of fun writting new facilties and components etc. because it is a text file.

Suicide Junkie April 17th, 2001 03:12 AM

Re: Damage.txt
 
That would be great, but would require a bunch of hardcode changes.

I would love it.

You should have all components & generator abilities with a type of "armor", to make the weapon damage %'s simpler.

Ie.
Damage type := Bullet
armor type 1 := flesh
armor effect 1 := 100%
armor type 2 := kevlar
armor effect 2 := 30%
armor type 3 := unphased energy shield
armor effect 3 := 1%

We could add all sorts of cool stuff, like "disruption shields" which only block seekers & torpedoes & rammings, but are penetrated by all beam weapons.

You could make a crazy component that is skipped by all weapons, so it is _always_ the Last component on your ship to be destroyed.

[This message has been edited by suicide_junkie (edited 17 April 2001).]

Trachmyr April 17th, 2001 03:38 AM

Re: Damage.txt
 
Actually you could use the "General Group" (i.e., Weapons, Engines, Vehicle Control) that already exist for the diffrent componet types... and have default values in case of an armor/damage that isn't listed (and if MM adds this, all types would be default... until we mod them)

As for the file structure, I was thinking like this:

Defense Type:= Armor (Standard)
Number of entries:= 8
Default:= 100%
Particle:= 100%
Dense:= 200%
Phased:= 100%
Explosive:= 100%
Tachyon:= 100%
Shard:= Ignore
Depleter:= Ignore

Defense Type:= Shields (Standard)
Number of entries:= 8
Default:= 100%
Particle:= 100%
Dense:= 100%
Phased:= Ignore
Explosive:= 50%
Tachyon:= 400%
Shard:= 100%
Depleter:= 100%

Defense Type:= Componets (Default)
Number of entries:= 8
Default:= 100%
Particle:= 100%
Dense:= 50%
Phased:= 100%
Explosive:= 200%
Tachyon:= 100%
Shard:= 100%
Depleter:= 0%

etc.

[This message has been edited by Trachmyr (edited 17 April 2001).]


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