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

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old January 13th, 2007, 03:22 AM

Spectarofdeath Spectarofdeath is offline
Sergeant
 
Join Date: Jun 2004
Posts: 305
Thanks: 0
Thanked 0 Times in 0 Posts
Spectarofdeath is on a distinguished road
Default Re: SE V: Unique Abilities And Ideas

Hmmm...I thought about scout, but to me that implies a small, fast ship. What I was thinking about was AT original idea of a "Submarine" in space. Think, Romulan Warbird or Klingon Bird of prey. Something flying through enemy space undetected trying to find easy or undefended targets to destroy. To me scout just doesn't work. I was thinking about using "Raider" to define the class, but I wonder if maybe I should just do something like "Stealth Cruiser".
Reply With Quote
  #2  
Old January 14th, 2007, 07:03 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: SE V: Unique Abilities And Ideas

Quote:
the game restricts the accuracy to the range of 1% to 99%.
Can you confirm this? I'm trying to put your excellent idea to use, but I'm finding that with 50ms PD guns and a -999 accuracy modifier formula, they don't hit *anything*. Tried this with a maximum of 15 PD guns, but every missile still got through every time. Lowered the acc modifier to -90% but then it became sort of overpowered even with only 4 PD guns. Putting it somewhere inbetween 90-99% should be fine, but then comes the problem with racial modifiers and such again, that's why I'd like to know if you can confirm the 1% chance to hit minimum part.
Reply With Quote
  #3  
Old January 14th, 2007, 07:28 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: SE V: Unique Abilities And Ideas

Well, until recently, my troops had a net modifier of -30% to hit because the +100% wasn't working. (I put +100/-100 on them to make fighter weapons inaccurate against ground targets, except for the bombs)

Naturally, all the troops with ammo requirements ran out of ammo before a noticable hit was scored. But with a pile of laser troops zapping away, they eventually get got a hit flare.
Reply With Quote
  #4  
Old January 14th, 2007, 07:30 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: SE V: Unique Abilities And Ideas

Bad news, your idea reveals a big flaw with the combat engine, SJ. With time speed-ups you will get completely opposite results between missile ships and regular weapon ships with PD. On 8X time rate the PD appears to completely shut down, making all the missiles go through, even if no missiles get through at 1X. This is the case for both tactical and strategic combat. Doh.
Reply With Quote
  #5  
Old January 14th, 2007, 07:38 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: SE V: Unique Abilities And Ideas

And I bet if you set time to 1/8, the PD will magically get much more effective.

The way MM does time compression seems to be fatally flawed..
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #6  
Old January 14th, 2007, 07:56 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: SE V: Unique Abilities And Ideas

Well, this certainly needs to be fixed. It's as if the combat engine doesn't check if it should fire. Perhaps the target-check is done at the same rate as in 1X speed, so the missiles become too fast to register when doing 8X speed; most of them, anyway. I'll send Aaron a mail about it.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 12:40 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.