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January 7th, 2005, 09:51 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Weapons simulations?
The planet has a build in -200% to ECM.
Any ECM you add will be totally swamped by the planet's modifier, and then ships get their combat sensors and training to make that worse.
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January 7th, 2005, 10:40 AM
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National Security Advisor
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Re: Weapons simulations?
Yes, something as large as a planet would be kind of hard to miss, so that ECM penalty makes some sense. However, a specific target on a planet like a WP might not be so easy to hit. Something we should suggest for SE5. Treat a shot fired at a planet without the -200% ECM. Use normal to-hit chances and factor in any ECM the WP has. If the ship still scores a hit the WP takes damage. If it's a miss, the WP is not damaged, but the damage still get's applied to the planet, taking out some facilities or population. Would make planetary bombardment make a little more sense. Collateral damage and all that.
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January 7th, 2005, 10:58 AM
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Re: Weapons simulations?
Yes, I know this.... again two things..
1, WP's are distroyed before the planet takes damage. So ECM's should work for the WP's?? Don't you think??
2, I have watched the "hit damage" points on a planet that is being attached by a ship with 7 or more Polaron weapons. The weapon on this ship can do 165 points of damage per hit. When this ship fires at the planet with WP's (without ECM's), its hit rate is 100%, or 165 points (which doesn't change by adding ECM's!). I have then watched a ship fire three out of it seven polaron weapons, distroying the Last of the WP's. I then watched the planets "hit damage" points REDUCE to 160 points for the other four shots, and until the planet is completely destroyed? If WP's were acting as a sheild it would be the other way around.
We are only talking a 3% difference but I am thinking like you. The Weapons platforms should give some amount of protection to the planet as they draw the fire away from the facilities, at least until all weapons platforms are destroyed. I mean you wouldn't run outside naked, shoting a ships would ya!? All turrents I have ever seen have armor??
It's 3am Saturday morning here and I'm not one who can afford to lose beauty sleep. Till the next time? Great talking with you people.
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January 7th, 2005, 02:30 PM
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Shrapnel Fanatic
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Re: Weapons simulations?
In that case, you are probably seeing the rounding off of the population damage.
Look in settings.txt to find the hitpoints per 1M population.
You can't kill fractions of a pop, and the damage rounds down.
Minimum kill for normal damage weapons is 1M, though.
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January 7th, 2005, 05:35 PM
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Captain
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Re: Weapons simulations?
Speaking of simulations...what is the minimum components, files, etc...that will allow a mod to work enough to try a combat simulation? Can you leave out facilities and things like that? I wanted to do some in game weapons testing, but don't want to have to make the whole mod to do the testing...of course I could just add the weapons to another existing mod and test there I guess...
Kana
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January 8th, 2005, 02:20 AM
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Shrapnel Fanatic
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Re: Weapons simulations?
All you need is the stuff required to design viable warships. There will be some stock data files you will need to copy over to get SE4 to load, but that is all. A blank facilities.txt file (other than the begin an end tags and all that) will let you run combat simulations without trouble.
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