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August 16th, 2004, 09:28 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: Is there a file w/ Research Tree?
Very cool Aslama. I wonder how you got the formatting so nice... when I tried to get an exported tech tree from in the game, all I got was gibberish (the spacing wasn't correct)... did you make this file yourself?
I wonder if you have a weapons report txt (stock) file in a format that lists all the possible weapons along with their dmg/kT, and their relative research costs.
I don't mean to hijack this thread, but I tried doing this to compare torpedos with depleted uranium cannons (I know this is an old topic, but I wanted to confirm the crappiness of torpedos myself), to see whether there would be any advantage at all with using torpedoes... in a game with a large starting bonus ie 100K, I thought the high cost of researching military science to get torpedos would be offset if you went early PD's. I thought maybe going to torpedos III or IV would work better than going to DUC V, given that going early PD's means you research military science early anyway.
And, lo and behold, torpedos suck in every way except in mineral usage... RF of 2, lower dmg/KT compared with research costs even when subtracting 50K research by going early PD's with a 100K research start, and 30 KT compared to 40 KT space.
If there was some txt file, I could avoid doing this for all the weapons... I saw one in some thread somewhere comparing kT/dmg and phased particle beams had one of the highest/if not the highest... unfortunately I think the link was in the "new players" sticky and its fuked now... I want to avoid using these seemingly "cheap" weapons if there is a competitive way to do so lol... I seem to remember reading somewhere that APB's are better in the long run, although I don't remember how "long" in the run, somewhere along the lines of half a million research points lol... maybe PPB's are the only way to go with short-med length games...
Brian
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August 16th, 2004, 10:13 PM
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Brigadier General
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Join Date: Aug 2002
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Re: Is there a file w/ Research Tree?
Torpedoes can be very useful in certain mods where they actually have "to hit bonuses." Unfortuantly not in stock
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August 17th, 2004, 12:29 AM
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Shrapnel Fanatic
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Re: Is there a file w/ Research Tree?
PPBs are very resource expensive, and take research away from Combat Sensors and ECM. You can generally defeat a PPB-using opponent if you stick with DUCs and get higher levels of Combat Sensors and ECM (assuming you are fighting early, before they have time to catch up on such techs...).
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August 17th, 2004, 12:29 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Is there a file w/ Research Tree?
Quote:
brianeyci said:I wonder if you have a weapons report txt (stock) file in a format that lists all the possible weapons along with their dmg/kT, and their relative research costs.
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Looking for this program?
http://imagemodserver.mine.nu/other/...eaponstats.rar
Should work for mods, too 
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The Ed draws near! What dost thou deaux?
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August 17th, 2004, 12:40 AM
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Shrapnel Fanatic
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Re: Is there a file w/ Research Tree?
That reminds me... SJ was supposed to make that program export to a CSV file for importing into spreadsheet programs like Excel...
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August 17th, 2004, 05:14 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Is there a file w/ Research Tree?
Quote:
Imperator Fyron said:
That reminds me... SJ was supposed to make that program export to a CSV file for importing into spreadsheet programs like Excel...
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Done, and uploaded to imagemodserver.
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August 17th, 2004, 05:16 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Is there a file w/ Research Tree?
Yay!
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August 17th, 2004, 03:14 AM
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Sergeant
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Location: Toronto, Canada
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Re: Is there a file w/ Research Tree?
Yo thanks Kolis. If only there was a search feature and a sort feature where you could sort the file by descending/ascending order... oh well I guess I'll have to fire up the old java compiler and write a small program on Thursday after my exams lol.
Thanks for the link! Its good to know that I can still divide, I got around the same values for torps and duc's as that program generates.
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August 17th, 2004, 07:46 AM
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Corporal
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Re: Is there a file w/ Research Tree?
I always use PPB as early as possible and for a very long time, until my economy can't take it anymore and then I switch to Ripper Beams (A very underestimated weapen- I haven't seen any people use them) They only have range 3 but are very cheap, and also smaller in tonnage so you can fit more of them on a ship or have space left for more armor.
If you make a fleet with half PPB battleships and half shield-depleter+ ripper beams you will have a fleet that is very functional and way cheaper than PPB only.
Apart from that, I have the idea that my ripper beams hit more often than PPB's which is something I am not really sure of, so a question: what is the calculation of possibility to hit at distance??? It seems to me point blank gives more chance to hit than 7 sectors away.
And which weapons have a hitting bonus???
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August 17th, 2004, 09:08 AM
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General
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Re: Is there a file w/ Research Tree?
PPBs are the cheapest weapon around to research (with the exception of the DUC and possibly PDC), and so they are expected to come Online earlier than most other weapons. They are also one of the most expensive weapons to use, so they aren't too great if you need your radioactives to do *something* else. Unless you have a strong economy for radioactives, I have found it impratical to both heavily use PPBs and Stellar Manipulation.
The Meson BLaster and the Telekinetic Projector have the highest damage ratio (damage per kt per turn) at range 6, closely followed by the PPB and then the APB. They both cost more to research however, and the Projector requires a racial technology. Then you have the usual APB, whose main strengths are its cheap cost and its range of 8 (mostly useful if you have a way of actually scoring some hits at this range). And the Ripper Beams rule them all if you can get within range, but it may be dangerous if the PBB user is toying with Maximum Weapon Range.
The standard formula to calculate your chances to hit is 100%-10% per square. So at range 1, you have 90% to hit, and at range 8 only 20%. You then have to take into account the bonuses given by the Stealth and Scattering Armour (+15% to defence each that do stack, meaning +30% as long as they are not destroyed), and so your chances to hit at range 8 are very low when fighting a ship fully equipped with ECM/Stealth/Scattering Armours. Under such conditions, you have indeed a mere 1% odd to hit them, unless you have an advantage in training or characteristics.
It is why point blank is much more accurate than maximum range, unless you have no to-hit bonuses whatsoever (you could very well have 1% chance to hit even in close quarters under such circumstances). A few weapons have bonuses to hit:
- Incinerator Beam: +10%
- Tachyon Cannon: +10%
- Mental Singularity Generator: +20%
- High Energy Magnifier: +30%
- Wave Motion Gun: +30%
- Point Defence Cannon: +70%
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