.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Bug with Fighter Groups?? (http://forum.shrapnelgames.com/showthread.php?t=3122)

Fred May 19th, 2001 07:26 PM

Bug with Fighter Groups??
 
I guess this has been discussed before...?

I just tested a new fighter design in the simulator against another fighter (one-on-one). Everything went fine, and all hit probabilities were displayed correct.

Then I tested the same fighter designs in Groups of 10's. And suddenly, all weapon to-hit probabilities dropped to 1% !

I'm using v 1.35 and the latest TDM-Mod Pack.

Whats going on here? Just a problem with the display, or do all chances really drop to 1%?
In this case, it would be a no-go for SE IV for me.

(BTW, were all Main Ship Weapons reduced to 1% vs. Fighters? Or is this another bug?)


Fred

Marty Ward May 19th, 2001 07:31 PM

Re: Bug with Fighter Groups??
 
It's a problem with fighters and any other unit that can stack in the same space. It has to do with the to hit modifiers in the vehicle file and the stacking. Hopefully it will be fixed in the next patch.

Fred May 19th, 2001 07:37 PM

Re: Bug with Fighter Groups??
 
Hmm,

this is a game killer...it means no fighters, sats, etc. in the game!

In this case Malfador should do an URGENT HOTFIX! Before releasing the next mega-patch!

So, back on the shelve with SE IV until it is not longer broken...

Fred


Marty Ward May 19th, 2001 08:49 PM

Re: Bug with Fighter Groups??
 
There is a work around if you don't mind editing some files. I can describe it if you like.


Fred May 20th, 2001 01:58 AM

Re: Bug with Fighter Groups??
 
If there is a workaround, I would be very glad to hear it!!

No problem with editing the data files.

Send it to fh221@aol.com or post it here.

Thanks in advance!

Fred


Marty Ward May 20th, 2001 02:24 AM

Re: Bug with Fighter Groups??
 
Fred,
Basically what I have done is removed the offense and defense to hit modifiers from the fighter hulls. I added the to hit offense and defense from the large fighters to the fighter cockpit.
I just opened the vehicle file and changed all the values of the to hit on the fighters to 0. You could remove them totally and change the description if you want, I'm lazy http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I then changed my cockpit to look like this:
Name := Fighter Cockpit
Description := The main control center of a fighter.
Pic Num := 270
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Fighter
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 500
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a fighter cockpit.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Offense Plus
Ability 2 Descr := Maneuverability increases chance to hit enemy targets in combat by 50%.
Ability 2 Val 1 := 50
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Plus
Ability 3 Descr := Small size makes ship 60% harder to hit in combat.
Ability 3 Val 1 := 60
Ability 3 Val 2 := 0
Weapon Type := None
This works for me. I hope the bug is fixed in the next patch.

Fred May 20th, 2001 02:49 AM

Re: Bug with Fighter Groups??
 
Marty,

thanks a lot! I think this will do the trick!

On to editing http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Fred

Marty Ward May 20th, 2001 03:04 AM

Re: Bug with Fighter Groups??
 
np. Doesn't give as much variety in the fighter types but it seems to work ok in all other regards.

Marty Ward May 20th, 2001 06:05 PM

Re: Bug with Fighter Groups??
 
Fred,
I apologize, I gave you some wrong data. The data I gave was from my first test. It will work but the AI will put 3 cockpits on their fighters and not get the benefit of additional Sensors and ECM.
The correct way to give the AI full benefit of the Sensors and ECM is
Change to hit % in cockpit to 25% offense and 40% defense.
Change the 3 small combat sensor values to 30%,40% and 50%.
Change the small ECM values to 45%,50%and 55%.
This will allow the AI to use all components. The actual values can be changed as long as the sensor values and ECM values are higher than the cockpit values. Experiment to find the mix that seem right to you. The values I gave are ones I like.
Again, sorry.


All times are GMT -4. The time now is 11:35 PM.

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