.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old October 31st, 2006, 09:09 AM

thesilliest thesilliest is offline
Private
 
Join Date: Oct 2006
Posts: 19
Thanks: 0
Thanked 0 Times in 0 Posts
thesilliest is on a distinguished road
Default Any way to have a ship cycle its weapons/targets?

I've got a Base Ship with tons of weapons, but it ends up wasting most of them by overkilling single ships, one at a time. <:/ So every five seconds it takes one down with about 1,000+ damage, when it could be taking down three or four enemies in that space of time if it just used its weapons a bit smarter. Is the only way to get this done to go down into tactical and micromanage every single target? <:\

EDIT:
Likewise, I've got a ton of kamikaze fighters, and they waste a TON of time by all chasing after the same target.
I wish there were something in the "strategy" section - a "Target Deprioritizing List". Like, if a target loses all its weapons, then don't target it anymore, or if it's already the target of an ally, don't target it anymore, or don't fire more than 100%, 150%, 200% projected damage at the target at any time (in that case, switch to another target)...like that.
Reply With Quote
  #2  
Old October 31st, 2006, 11:19 AM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targets?

Yeah, I've noticed the same thing. Sort of the problem with Point Defense too. There should be a sort of random tiny delay for each weapon, so that they fired miliseconds apart: but enough so that they'd register if the ship/seeker was already destroyed before wasting a shot.
Reply With Quote
  #3  
Old October 31st, 2006, 12:57 PM

Yimboli Yimboli is offline
Sergeant
 
Join Date: Apr 2004
Posts: 202
Thanks: 0
Thanked 0 Times in 0 Posts
Yimboli is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targets?

I had issues with this in se4. The se4 solution was to factor your enemy's average ship defenses into the order which you added weapons to your designs. It probably isn't smart, for example, to add shield depletors after "all damage" weapons because the fire order would lead your ships to take down shields with all damage weapons and then be left with nothing to use the depletors on, basically wasting them. I always thought this was an assinine solution because a much better answer would be to enhance the strategic combat AI. But Malfaydor is but a wee company so enhancements take a long time.

I'm not sure if there's another workaround in se5. If the strategic combat scripts are moddable we can go to town and fix it ourselves! but I have no idea if it is...
Reply With Quote
  #4  
Old October 31st, 2006, 05:07 PM

thesilliest thesilliest is offline
Private
 
Join Date: Oct 2006
Posts: 19
Thanks: 0
Thanked 0 Times in 0 Posts
thesilliest is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targets?

Does it matter what "order" weapons are put in with SE5?
Reply With Quote
  #5  
Old October 31st, 2006, 06:15 PM

Shadowstar Shadowstar is offline
Sergeant
 
Join Date: May 2002
Posts: 279
Thanks: 2
Thanked 0 Times in 0 Posts
Shadowstar is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

It shouldnt, because with real time combat, all weapons fire the moment they are able (simultaneous fire as opposed to turn-based fire). However, you still have the issue with not being able to control where the fire goes. But then, we also don't need multiplex tracking in SE5.

It occurs to me that if SE5 could somehow be modded to allow ships to spread thier fire more effectively, multiplex tracking modules could be the means to do this - bringing them back in a fun new way.
Reply With Quote
  #6  
Old October 31st, 2006, 09:37 PM
NullAshton's Avatar

NullAshton NullAshton is offline
Major General
 
Join Date: Nov 2004
Location: Floating in space.
Posts: 2,297
Thanks: 0
Thanked 0 Times in 0 Posts
NullAshton is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

I believe what you need is multiplex targetting. That should do the trick, I think.
__________________
Hey! I found squirrels!

Vala - "The last time I was this bored, I took hostages!"
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:21 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.