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-   -   Cloak/sensor modding help (http://forum.shrapnelgames.com/showthread.php?t=5507)

Arak Koba March 28th, 2002 11:27 AM

Cloak/sensor modding help
 
I just want to make sure I did this correctly:

I wanted to make Tachyon sensors the 'anti-cloak' sensor, and gravitic sensors the 'anti-mine' sensor.

So what I did was increase the passive EM and Gravitic resistance for cloaking devices, and decreased the gravitic scanner resistance for mines by.. well, small mines have level 2, medium 3, and large 4. (Though maybe that should be reversed.. size and all. but that's just being realistic. The way I figure it, larger mines have better anti-detection equipment. Plus this makes it more worthwhile to research them.)

And I have to ask, because I am just as confused about this as every other newbie: when a sensor (level 3, for instance) goes up against a cloaking device (also level 3), the sensor always wins, right?

Phoenix-D March 28th, 2002 06:55 PM

Re: Cloak/sensor modding help
 
Right. Equal level sensor, sensor wins.

BUT be aware that the sensors give one level higher scanning- i.e. Tachyon Sensors III gives level FOUR scanning. That's because every ship has level 1 scanning for every vision type.

Phoenix-D

Arak Koba March 28th, 2002 08:26 PM

Re: Cloak/sensor modding help
 
Yeah- I caught onto that in the components.txt file. Saw that the levels were displaced by one from the component level. http://forum.shrapnelgames.com/images/icons/icon10.gif

Now, I guess its just of matter of wether this is game-balanced, and if the AI will even give a wimper about using it, even accidentally!


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