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Sensors
In BM (and some stock) clouds and asteroid fields can hide ships. How do you determine what sensor power level you need to detect said ships?
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Re: Sensors
If the mod doesn't have the abilities tell you, all you can do is look in the data files, and hope that the modder wasn't a bastard and used a ton of different levels. http://forum.shrapnelgames.com/images/smilies/wink.gif For reference, stock uses 10, and FQM/BM use 16.
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Re: Sensors
So what does 16 mean? The sensors need a str of 16 to detect ships in there?
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Re: Sensors
If so, it seems a bit much. Stealth Armor and Cloaking Devices start out at 1 and 6 (if I read the formulas right), respectively.
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Re: Sensors
Imperator Fyron : Any answer for this? PBW strategy counts on it http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Sensors
I think he means that there are 16 different types of storm with varying levels of cloakiness.
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Re: Sensors
10 or 16 for cloak value... I did tell ya how to find the info if you didn't like my answer. http://forum.shrapnelgames.com/image...ies/tongue.gif
In the stock game, sensors go up to level 26, so the value from FQM isn't unreasonable. SE4 storms had cloak level halfway through the ability range.. |
Re: Sensors
In a BM game I noticed an opponent's ship head for an asteroid field to hide in. I assume, mostly because I already did it, so he can secretly stay there and spy on the area. So it appears we both have ships hiding in the field but there is no combat because we can't see each other. Of course I always replay movement in each system, so I can see him go there.
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Re: Sensors
I did check, and it says 16. Does that mean it takes sensors/scanners with a power of 16 to detect a ship? For example, I would need level 16 sensors to see inside the field?
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Re: Sensors
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