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-   -   Mod mod mod.... (http://forum.shrapnelgames.com/showthread.php?t=9508)

StarBaseSweeper May 22nd, 2003 09:09 AM

Mod mod mod....
 
For confirmation about component modding:

Size: define the space taken in the ship. The remaining speace is the < ship tonnage > - < size >.
Structure: the amount of degat the component must take before being destroy. Also the probability of being hit is p = < struct of component > / < total struct of targetable components >

Whixh means a very small soccer ball in titanium (very high struct) in the ship has much more chance to be hitten that a very big fragile (very low struct) mainframe computer.

[ May 22, 2003, 08:34: Message edited by: StarBaseSweeper ]

Fyron May 22nd, 2003 09:12 AM

Re: Mod mod mod....
 
No. Size is irrelevant in determining what gets hit. Hit points are what determines that. Components with fewer hit points are less likely to be hit than components with more hit points. Except possibly components with armor ability. They might be the other way around, but it is difficult to test properly. But non-armor components are definitely more hit points, more chance of being hit.

[ May 22, 2003, 08:13: Message edited by: Imperator Fyron ]

StarBaseSweeper May 22nd, 2003 09:40 AM

Re: Mod mod mod....
 
Quote:

Originally posted by Imperator Fyron:
No. Size is irrelevant in determining what gets hit. Hit points are what determines that. Components with fewer hit points are less likely to be hit than components with more hit points. Except possibly components with armor ability. They might be the other way around, but it is difficult to test properly. But non-armor components are definitely more hit points, more chance of being hit.
<font size="2" face="Verdana, Helvetica, sans-serif">Heu... That's what i wrote isn't it? The small very hard ball is more likely to be hit than the big very fragile computer, even thought the computer is bigger, as it has less hit point.

A misunderstanding?

EDIT: I was thinking maybe this should be added in your modding tutorial, specifying that to have a high struct is an advantage compare to weapon damage, but to have a hich struct compare to other components is a big disadvantage. Else people, like me, may think it is good to have an improved MC with a lot of struct to be very resistant (which is very bad idea, only protect better against MC Only weapons).

[ May 22, 2003, 08:50: Message edited by: StarBaseSweeper ]

Suicide Junkie May 22nd, 2003 04:05 PM

Re: Mod mod mod....
 
Armor:
Smaller hitpoints get hit first.

Non-armor:
Larger hitpoints gets hit first.

Plus a healthy dose of randomness.

Loser May 22nd, 2003 06:53 PM

Re: Mod mod mod....
 
Quote:

Originally posted by Suicide Junkie:
Armor:
Smaller hitpoints get hit first.

<font size="2" face="Verdana, Helvetica, sans-serif">I can understand the math for Larger Gets Hit First, but can you explain to me how this strangeness works?

Phoenix-D May 22nd, 2003 07:43 PM

Re: Mod mod mod....
 
Most likely something like this:

Add all the armor components. Pick one at random. Since there are probably -more- of the smaller components, they are more likely to get hit..

Fyron May 22nd, 2003 09:17 PM

Re: Mod mod mod....
 
Whether smaller armor actually gets hit first or not is tricky to test. I think we need an answer from MM on this. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Else people, like me, may think it is good to have an improved MC with a lot of struct to be very resistant (which is very bad idea, only protect better against MC Only weapons).
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, it is. It is a design choice tradeoff. Do you want your MC to be resistant to computer viruses, but then risk being more susceptible to being hit first once shields and armor are down? Having choices like that is always a good thing. http://forum.shrapnelgames.com/images/icons/icon7.gif That's why most leaky armor mods have several types of armor available. That's why Proportions has an insane number of choices like this (normal vs. efficient engines). http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 22, 2003, 20:21: Message edited by: Imperator Fyron ]

PvK May 22nd, 2003 11:31 PM

Re: Mod mod mod....
 
I'm pretty confident that smaller armor is more likely to be destroyed first. I've seen it happen a lot in actual battles. My suspicion is that it is based on a routine which checks to see if an armor component can be wholly destroyed or not, and then does so more or less as soon as it can, probably per hit. So for weapons that do enough damage to destroy a whole armor component of any type in one shot, it would be less true. That's my working theory anyway. Tests should be able to figure it out.

I don't think Phoenix's suggestion below is how it works, because I have seen ships with many high-structure armor and one low-structure armor, survive battles fine but have the low-structure armor just about always destroyed.

This is why in unmodded, I gave up on adding a single emissive armor component to ships with a bunch of organic armor, which would otherwise work quite well.

PvK

[ May 22, 2003, 22:34: Message edited by: PvK ]

Fyron May 23rd, 2003 12:37 AM

Re: Mod mod mod....
 
It would still be nice to have MM's official word on how this works. http://forum.shrapnelgames.com/images/icons/icon12.gif

jimbob May 23rd, 2003 12:50 AM

Re: Mod mod mod....
 
Yah, but are you sure that MM actually knows? http://forum.shrapnelgames.com/images/icons/icon12.gif


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