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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old May 5th, 2001, 08:47 PM

Kimball Kimball is offline
Sergeant
 
Join Date: Dec 2000
Location: Des Moines, IA
Posts: 257
Thanks: 0
Thanked 0 Times in 0 Posts
Kimball is on a distinguished road
Default How do I detect stealth armor?

How do I detect a ship with stealth armor III? Do I need tachyon sensors AND hyper-optics? What level of each do I need to detect stealth armor III? Thank you.
__________________
Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
Reply With Quote
  #2  
Old May 5th, 2001, 09:08 PM
Baal's Avatar

Baal Baal is offline
Sergeant
 
Join Date: Feb 2001
Location: Utah
Posts: 221
Thanks: 0
Thanked 0 Times in 0 Posts
Baal is on a distinguished road
Default Re: How do I detect stealth armor?

I believe that all that you need is Tachyon Sensor I OR Hyper-Optics I to detect Stealth Armor III, since all the Stealth Armors are level 2 cloaking.
Reply With Quote
  #3  
Old May 5th, 2001, 09:29 PM

Kimball Kimball is offline
Sergeant
 
Join Date: Dec 2000
Location: Des Moines, IA
Posts: 257
Thanks: 0
Thanked 0 Times in 0 Posts
Kimball is on a distinguished road
Default Re: How do I detect stealth armor?

Baal, you are correct. I ran a simulation with Stealth armor all you need is Hyper Optics or tachyon sensors. It appear that is true with a cloaking device as well, just one or the other of the appropriate level.

The cloaking device blocks em passive, em active, temporal, gravitic and psychic scans. If all it takes is hyper optics or tachyon sensors to see a cloaked ship, what good are the other cloaking methods?
__________________
Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
Reply With Quote
  #4  
Old May 5th, 2001, 09:33 PM
PsychoTechFreak's Avatar

PsychoTechFreak PsychoTechFreak is offline
First Lieutenant
 
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
PsychoTechFreak is on a distinguished road
Default Re: How do I detect stealth armor?

Right, you just need to research ONE sensor type if you have the original setup (cloaking not modded). I don't recommend to research Tachyon Sensors, they are very expensive. The cheapest to research sensor is Hyper Optics. See also:
http://www.shrapnelgames.com/ubb/For...ML/002391.html
Reply With Quote
  #5  
Old May 5th, 2001, 09:46 PM
Baal's Avatar

Baal Baal is offline
Sergeant
 
Join Date: Feb 2001
Location: Utah
Posts: 221
Thanks: 0
Thanked 0 Times in 0 Posts
Baal is on a distinguished road
Default Re: How do I detect stealth armor?

I think MM might have pondered the use of cloaks that have varying levels of cloaking for different things (Passive, Temporal, Active, etc.).

I was pondering it myself but I do not know how to make a cloak that cloaks different levels for different sensors.
Reply With Quote
  #6  
Old May 5th, 2001, 09:54 PM
Dracus's Avatar

Dracus Dracus is offline
Captain
 
Join Date: Jan 2001
Location: Dallas, Texas
Posts: 817
Thanks: 0
Thanked 0 Times in 0 Posts
Dracus is on a distinguished road
Default Re: How do I detect stealth armor?

I think You can edit the components.txt and add different types of cloaks.
I.e.
Name := Cloaking Device I
Description := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num := 38
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Shields
Family := 26
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cloaking
Tech Level Req 1 := 1
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 1 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 2
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 1 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 2
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 1 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 2
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 1 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 2
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 1 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 2
Weapon Type := None

Remove the ability and in theory to allow that type of scan, increase val 2 and you should be able to make cloaks that can not be detected at all.

Name := Cloaking Device I
Description := Field generated around a starship which passes all energy around the ship. This field has the effect of rendering the ship invisible.
Pic Num := 38
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Shields
Family := 26
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cloaking
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 1 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 2
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 1 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 2
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 6 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 6
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 1 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 2
Weapon Type := None

I removed the temporal totally and increased the EM passive to level 6. So in theory, temporal can see the ship no matter what and Psychic can not unless you add a level 7 tech to psychic in the tech tree. Oh course this still needs to be tested ingame before I can be sure.

Hmm, I noticed the weapon type
Maybe I could even make a cloak that can cause some type of damage to other ships.


[This message has been edited by Dracus (edited 05 May 2001).]

[This message has been edited by Dracus (edited 05 May 2001).]
Reply With Quote
Reply

Bookmarks


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 04:02 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.