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June 10th, 2002, 09:25 PM
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Colonel
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Re: Multi tracking Problem?
Sadly enough you cant likely do the thing.
There is something hardcoded about multiple targetting targetting.
I've tried a strategy that should do it (target nearest, weapons, no weapons, largest) with 10% of damage to ships/planets/fighters/sats.
Does not work.
STILL.
If you put a lot of repulsers (24 in my situation) it WILL fire twice... it seems that it calculates WeaponsPerTarget=TargetTonnage/WeaponDamage
This way light cruiser (the ship it was) and H. mount repulser:
400/20=20. and so it did - fired the first one, the later 19 were left unfired and 21th shot another target.
This is bad and there should be an option "fire once per target"
EDIT: forgot to say that if it is a defensive base and a Battle Station or above you would not probably need more than one repulser - a range of 20 per target per turn is quite deadly.
Wait. It would repulse it and then just stop firing! no way!
[ June 10, 2002, 20:26: Message edited by: Taera ]
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June 10th, 2002, 09:31 PM
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General
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Re: Multi tracking Problem?
You mean, the AI should be smart enough to recognize that the trator and repulsor beams are different from other damage types and only fire them at a given target until one hits. There's no need for an 'option' since it's only that specific damage type that needs to be treated differently.
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June 10th, 2002, 09:35 PM
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Lieutenant Colonel
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Re: Multi tracking Problem?
I don't have a chance to test this now...
But what if you layer the weapon order in the design? Does it show up layered in the Tactical window? If so, does it multiplex better?
Normal Weapon design order: type 1 (4 each), type 2 (4each), type 3....etc.
Layered Weapon design order: type 1 (1ea), type 2 (1ea), type 3 (1ea), type 1 (1ea), type 2 (1ea), type 3 (1ea).... etc.
[ June 10, 2002, 20:36: Message edited by: Wardad ]
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June 10th, 2002, 09:54 PM
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BANNED USER
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Join Date: Nov 2001
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Re: Multi tracking Problem?
Is it correct that all of the weapons of one type will fire at the same target despite Multi Plex tracking?
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June 10th, 2002, 10:44 PM
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Corporal
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Re: Multi tracking Problem?
I'm really surprised no one picked up on this before. (I did a search and found no previous discussion. Should have done it before I asked the question.) Anyway, I guess if it did work, it would be a bit annoying to the attacker, to the point of being unfair even.
Imagine, a super base with talisman, engine burners, and repulsers that worked properly. That's one hell of a locked door!
One way to produce the desired result would be to build a bunch of bases with only one repulser beam each, and minimal components to keep the cost down. Bit of a waste though.
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June 10th, 2002, 11:47 PM
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Shrapnel Fanatic
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Re: Multi tracking Problem?
That could be countered with long range weapons, like Wave Motion Gun, Mental Singularity Generator, etc.
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June 10th, 2002, 11:51 PM
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Lieutenant Colonel
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Re: Multi tracking Problem?
Quote:
Originally posted by The High Gryphin:
Is it correct that all of the weapons of one type will fire at the same target despite Multi Plex tracking?
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I did read a complaint in one post, for ships weapons, that one may go unused before multiplexing happens.
ex. 1 SD fires, 2nd one doesn't, 3rd one fires on next target.
I just build smaller ships, BC largest, and don't have room for a multiplex target unit that does not work well. I mostly play the AI, and don't have much use for static defenses like bases.
[ June 11, 2002, 00:05: Message edited by: Wardad ]
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