|
|
|
 |
|

November 7th, 2006, 02:22 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Patch 1.13 Out
There is a time delay, but that isn't the problem.
Emssive armor works. It does not, however, STACK. If you have 50 Emissive armor components that have the ability "stops 50kt damage", only 50kt of damage will be blocked.
The ship ability screen will say 2500kt will be blocked, but that's incorrect.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

November 7th, 2006, 03:01 AM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Patch 1.13 Out
If a boarded ship still can fight (on the side of the original owner) during the entire remaining combat turn time, IMO boarding is broken.
|

November 7th, 2006, 04:14 AM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Patch 1.13 Out
In a recent v1.13 combat simulation, I sent a ship with ten 13-point boarding parties (130pt) against a ship with no security and 50 crew (5pt). The boarding party icon showed up, but the crew counter did not change through the whole combat. After five minutes, combat timed out, and the ship still belonged to the original owner. Both ships were from the default QuickStart Terran race, so there were no racial differences in combat modifiers.
EDIT: I have tried setting "Space Combat Crew Boarding Strength := 0.001" (down from 0.1) and it didn't seem to make a difference. Setting it up to 1 (up from 0.1) made the boarding icon disappear within about ten seconds.
Seems to be more than a moddable balance issue.
|

November 7th, 2006, 05:09 AM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Patch 1.13 Out
I verfied this in a real combat outside the combat simulator: even after the next game turn the boarded ship still remains under control of the original owner and no trace of the boarding parties is visible. The attacking boarding ship however has lost its boarding parties.
|

November 7th, 2006, 09:16 AM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Patch 1.13 Out
Quote:
18. Fixed - Crew were too strong in defense of a ship during ship capture.
|
Has anyone successfully boarded a ship that has crew? If so, please do tell, because my attempts have not succeeded, and so I don't understand this bullet.
|

November 7th, 2006, 10:39 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SE5 Patch 1.13 Out
Quote:
AngleWyrm said:Has anyone successfully boarded a ship that has crew? If so, please do tell, because my attempts have not succeeded, and so I don't understand this bullet.
|
I think Aaron thought he fixed in *code* but probably didn't actually try it out to see if it work - which it doesn't and is probably even worse than before.
|

November 7th, 2006, 11:21 AM
|
 |
First Lieutenant
|
|
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Patch 1.13 Out
Quote:
AngleWyrm said:
EDIT: I have tried setting "Space Combat Crew Boarding Strength := 0.001" (down from 0.1) and it didn't seem to make a difference. Setting it up to 1 (up from 0.1) made the boarding icon disappear within about ten seconds.
|
What about setting it to 0?
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
|

November 7th, 2006, 11:58 AM
|
 |
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: SE5 Patch 1.13 Out
Quote:
Spoo said:
What about setting it to 0?
|
I was wondering this too, but just for bug testing purposes. If it works I would say the problem has more to do with math than broken programming. If boarding still doesn’t work when it’s set to zero then my guess would be the programming is the culprit. Then again I am not a programmer; my experience is limited to the Java I am taking now so I can teach it later.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|

November 7th, 2006, 11:58 AM
|
Corporal
|
|
Join Date: Jan 2005
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Patch 1.13 Out
The current problem appears to be that crew simply aren't dying unless they lose life support/crew quarters. Apparently the marines are dying in combat, but the crew is invincibile.
So I'd guess setting it to 0 would have the battle rage on, with the crew unable to kill the marines due to being wimpy, while the marines being unable to kill the crew and thus take over due to the fact that the code for that simply doesn't work.
|

November 7th, 2006, 12:44 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5 Patch 1.13 Out
Quote:
Spoo said:
What about setting it to 0?
|
Doesn't help. The crew simply can't be killed no matter how much overkill you've got (I had 50 crew against 500,000 boarding parties- the crew lost..)
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|