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-   -   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.


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