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August 12th, 2003, 09:39 PM
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Corporal
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Join Date: Jun 2003
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Re: Bio-Psych Mod v1.16
If it only counts the best one, that's going to make several components useless.I'll run some tests tonight (hopefully) and see what happens. It'd be great if anyone else could run some tests to corroborate. Does the same problem come up with ships?
In the meantime here's v1.01. Mostly minor changes
Text File 1060716774.txt
Zip File 1060716927.zip
[ August 12, 2003, 20:40: Message edited by: KnidVermicious ]
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August 12th, 2003, 09:42 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Bio-Psych Mod v1.16
Ships would have the abilities all stack when they are on different families, so using the same comps on one ship gets it both the penalties and both the bonuses for a net effect of 0. With 2 components in the same family, just the best bonus is used.
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August 12th, 2003, 09:46 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Bio-Psych Mod v1.16
Quote:
Originally posted by KnidVermicious:
Does the same problem come up with ships?
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The problem here comes from the way the components on separate Troops in a stack work, so ships would be affected in much the way you'd imagine.
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August 12th, 2003, 10:37 PM
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Shrapnel Fanatic
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Re: Bio-Psych Mod v1.16
Could you please not change the name of the mod folder in future Versions? It would be best to leave it as "Bio-Psych Mod", to make it easy to install updates and not have tons of redundant folders...
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August 13th, 2003, 03:14 PM
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Corporal
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Re: Bio-Psych Mod v1.16
Tested the command troops. The evidence seems to point that positive and negatives stack/don't replace each other.
I ran several tests:
*A baseline that used 10 'null' commands that just matched the damage resistance, but had no abilities
*One using 10 Assault Command (+40attack/-40defense) which yielded more casualties on both sides
*One using 10 Infiltration Command (-40attack/+40defense) which yielded fewer casualties on both sides
*One using 5 Assault/5 Infiltration (theoretically cancelling each other out) which yielded the same results as the 'null' test.
Conclusion: The bonuses add together, and don't replace. Excellent!
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August 13th, 2003, 03:22 PM
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Corporal
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Re: Bio-Psych Mod v1.16
Running the tests in the Simulator I ran into some interesting sights:
*I thought that the first troop loaded was the first one damaged. I ran the tests with the special troops on the defender side, and the first "loaded" appears on the left-most slot, while militia appear on the right-most.
*In the 'null' test, the nulls (second slot) were never damaged.
*In the 'assault' and 'infiltration' tests, the commands always took damage at the same time as the other units (slot 1). The other units were smaller, does that make a difference?
*In the 'mixed' test, the command in slot 2 always took damage, but the command in slot 3 never did.
*In another test I ran but didn't write down, I used the abomination (-50/-50 but +50to hit to its own big damage weapon) I lost units in slot 1, the aboms in slot 2, and Militia, too! And these happened before slot 1 or 2 was completely destroyed.
So how are the hits in ground combat allocated? Just from my brief observations, I can't figure out a pattern.
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August 13th, 2003, 03:35 PM
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Corporal
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Re: Bio-Psych Mod v1.16
Oh yeah, I realized Last night that v1.01 that I posted didn't have the Abomination and Siege Fortification fixed (they're still 30kt) because...well because I'm an idiot.
So here is the *correct* v1.01
Text 1060781490.txt
Zip 1060781610.zip
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