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-   -   Special weapons effect on units (http://forum.shrapnelgames.com/showthread.php?t=4755)

Q December 8th, 2001 10:54 AM

Special weapons effect on units
 
I made some strange observations in the combat simulator when using special damage type weapons against units:
- shield depleter seem to have no effect at all: no shield depletion occured.
- nullspace weapons and weapon damaging weapon seem to have no effect at all on weapon platforms.
- nullspace weapons seem to work correctely agains sats, but again weapon that damage only weapons seem to have no effect.

Anyone made similar observations?? Is this a bug or a feature???

Andr�s December 8th, 2001 04:20 PM

Re: Special weapons effect on units
 
Null-space seems to skip weap platforms and damage directly facilities and pop.

Mysterial December 8th, 2001 10:44 PM

Re: Special weapons effect on units
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Q:
I made some strange observations in the combat simulator when using special damage type weapons against units:
- shield depleter seem to have no effect at all: no shield depletion occured.
- nullspace weapons and weapon damaging weapon seem to have no effect at all on weapon platforms.
- nullspace weapons seem to work correctely agains sats, but again weapon that damage only weapons seem to have no effect.

Anyone made similar observations?? Is this a bug or a feature???
<hr></blockquote>

I'm 95% sure that this is NOT true of null-space weapons. I use them a lot and they seem to damage weapon platforms just fine.

Remember, in 1.49 you must do enough damage to destroy the weapon platform before the game will actually show that damage (by killing the platform). Shoot three or four null-space weapons in a row at a planet with platforms and you will see.

capnq December 9th, 2001 05:23 AM

Re: Special weapons effect on units
 
Unit damage isn't tracked by component the way ship damage is; it's just the cumulative total of all the components' values that destroys the unit. Special weapons that only damage certain components won't actually affect units without that class of component, even if the combat display claims damage is being done.

Q December 9th, 2001 08:11 AM

Re: Special weapons effect on units
 
I must correct my statement about null space weapons and weapon platforms: They do damage but only normal type without skipping shields, which makes them of course rather weak. But still first the weapon platforms are destroyed and only after that the facilities/population.
The rest of my observations are however still the same. So what do you think: bug or feature?

Baron Munchausen December 9th, 2001 11:19 PM

Re: Special weapons effect on units
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Q:
I must correct my statement about null space weapons and weapon platforms: They do damage but only normal type without skipping shields, which makes them of course rather weak. But still first the weapon platforms are destroyed and only after that the facilities/population.
The rest of my observations are however still the same. So what do you think: bug or feature?
<hr></blockquote>

I just played a turn in a game with the beta, and was attacked by a fleet of Cue Cappa ships armed with heavy "Telekinetic Projectors" -- NOT a special weapon, they do normal damage. But they got close enough to fire on the planet and they destroyed FACILITIES without hitting the WPs. Weird. Either MM has changed the way the game works or there's a bug.

Q December 10th, 2001 07:49 PM

Re: Special weapons effect on units
 
Yes Baron this seems very much to be a new bug. The usefullness of weapon platforms would be very much reduced, if they would not protect the infrastructure and the population of the planet. I have never seen this until now.

Q December 10th, 2001 08:15 PM

Re: Special weapons effect on units
 
Baron I repeated a similar combat as you described: An attack with telekinetic projectors 2400kT damage/combat turn on a planet with 20 large weapon platforms. SE IV Version 1.49.
It took anout 20 turn in tactical combat simulation until all weapon platforms were gone. No damage to facilities or population as long as a single weapon platform was intact. After that population and facilities were destroyed at the same time (more damage to the facilities than to the population).

Mephisto December 10th, 2001 09:20 PM

Re: Special weapons effect on units
 
I don't think it is a bug. Facilities on a planet do have hitpoints, too. If you apply enough damage in one turn to destroy a weapon platform OR a facility it will randomly choose what to destroy. Just my 0.2$.


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