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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old June 21st, 2002, 02:38 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: The Maddening Multiplex

Yes, you can also set the percentage of damage per target under strategies (the crown button in the main screen, then the strategies button). I think that what is happening is the AI is allocating as much damage as it thinks will be required to destroy a target and doesn't 'recalculate' and reassign the weapons when it succeeds more easily than it expects. It may also be that the damage bonuses from mounts are not being taken into account. Try setting the percentage of damage per target at different levels and see if this changes multiplex behavior.

[ June 21, 2002, 01:39: Message edited by: Baron Munchausen ]
Reply With Quote
  #2  
Old June 21st, 2002, 04:24 AM

jim jim is offline
Corporal
 
Join Date: Jul 2001
Location: Alexandria, VA, USA
Posts: 84
Thanks: 0
Thanked 0 Times in 0 Posts
jim is on a distinguished road
Default Re: The Maddening Multiplex

I experience the problem even when I do not direct the shooter to switch targets after a set damage inflicted.

That is, even if I have it set not to shift fire until after the target is destroyed, it still does not shoot at a second (or sometimes a thrid) target when it has available in range targets.

For example, I'll have a monster base, with gazillions of shield accelerators and APBs. The AI will come at it with several LCs. The base will kill the first, have well over half of its weapons left, and it will not shoot. Once in a while, it will shoot (and kill 2), but it will not use the rest on others. I'll know darn well how many weapons it has, but it will not use them all. I have counted the range, and that's not it.
Reply With Quote
  #3  
Old June 21st, 2002, 10:57 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: The Maddening Multiplex

Jim I tested the multiplex in the simulator (SE IV Gold Version 1.67) and it worked as it should: my huge ship with multiplex V destroyed five attacking light cruiser in one single combat turn.
Reply With Quote
  #4  
Old June 21st, 2002, 12:54 PM

CW CW is offline
Second Lieutenant
 
Join Date: Jun 2001
Location: Australia
Posts: 409
Thanks: 0
Thanked 0 Times in 0 Posts
CW is on a distinguished road
Default Re: The Maddening Multiplex

Yea Jim, I've seen that often enough and there is no fix yet. Q, multiplex works when you are doing the shooting, but I've never seen the AI shooting at 5 targets in one turn, even if it has the weapons remaining.
__________________
A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
Reply With Quote
  #5  
Old June 22nd, 2002, 01:09 AM
Lisif Deoral's Avatar

Lisif Deoral Lisif Deoral is offline
Corporal
 
Join Date: Dec 2000
Location: Italy
Posts: 134
Thanks: 0
Thanked 0 Times in 0 Posts
Lisif Deoral is on a distinguished road
Default Re: The Maddening Multiplex

I think the problem might be related to the fact that bases cannot move... Am I wrong or ships move before changing targets?
Reply With Quote
  #6  
Old June 22nd, 2002, 01:28 AM
Marvin Kosh's Avatar

Marvin Kosh Marvin Kosh is offline
Private
 
Join Date: Jun 2002
Location: UK
Posts: 44
Thanks: 0
Thanked 0 Times in 0 Posts
Marvin Kosh is on a distinguished road
Default Re: The Maddening Multiplex

You know what it is? Damn those weapons technicians, but after scoring a crippling hit on a ship, they get out of their chairs and do their silly victory dance for the rest of the combat turn
Reply With Quote
  #7  
Old June 21st, 2002, 04:14 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: The Maddening Multiplex

Quote:
Originally posted by Lisif Deoral:
I think the problem might be related to the fact that bases cannot move... Am I wrong or ships move before changing targets?
Maybe; although I've also seen the AI fire at multiple targets without moving in between. Of course, in that case it was a mostly seeker-armed ship with a couple beam weapons, and it launched a couple missiles at the largest ship, then fired it's two beam weapons at the closest ship, and finally launched the rest of it's missiles at the largest ship again. So maybe that makes a difference.

On the other hand, I do know that my Point-Defense cannons change "targets" only after moving. For instance, one of my dedicated point-defense ships will destroy all missiles in a given square, then move one space, then fire at the missiles in another square.
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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 03:41 AM.


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