.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 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
  #2  
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
  #3  
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
  #4  
Old June 21st, 2002, 07:56 PM

Taera Taera is offline
Colonel
 
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
Taera is on a distinguished road
Default Re: The Maddening Multiplex

Hmm.
From my own testings i can say that usualy the AI calculates the damage from the weapons requied to kill the target(lightcruiser = 400), then adds a little from itself. Then the remaining weapons go on the rest if possible.

I do not know how accurate is that but what i've tried was base with large repulsers. I did count the damage from the repulsers, it skipped just enough to kill the ship IF it was actually damaging weapon.

I dont know though. I think this should be realy looked upon by Aaron because it makes largest ships pretty useless when swarmed by smaller ships.
__________________
Let the game begin!
Green bug from outa space!
Reply With Quote
  #5  
Old June 21st, 2002, 11:51 PM

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

Am I right, then, that this phenomenon is a bug?

It seems worse for planet WP stacks and Bases, almost as bad for BaseShips.

Does it affect only non-Gold games?

(So far, I ignore it, and accept as just another handicap that I conceded to the AI - along with high difficulty, high bonus, no Intel, no Mines, don't use Training, and put the AI(s) ahead of me in the Player #. BTW, can anyone recommend a non-Gold AI that I will get a game with, 1-on-1 under those conditions? Small, Medium, Large, or Huge galaxy, 2K-3K-5K, I don't care. Intel led to easy wins, as did mines, as did Stellar Manipulation, as did Training - so I disable all but the Last, leaving it because some AIs do use Training.)
Reply With Quote
  #6  
Old June 24th, 2002, 09:48 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: The Maddening Multiplex

What I'd really like to see is the ability to set what order the ship will fire its weapons in, regardless of component order. I'd like to just click tractor beams five times, repulser beams five times, then add shield depleters and beams to fill it up. Put the firing order in as tractor beams, shield depleters, beams, repulser beams. Ideally, what would then happen with multiplex tracking 5 is that all five tractors would pick a different target. The shield depleters would then either fire on one ship at a time until all the shields are gone, or simply follow the current model. Then the damaging weapons would fire, then the repulser beams would fire.

You can do this in tactical combat, and it would be great to be able to do it in strategic combat. The idea is to have a decked-out starbase that pulls five ships right up to it, smashes them, the sends those same five flying some 25+ spaces away.
Reply With Quote
  #7  
Old June 24th, 2002, 10:02 PM

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, we've requested a configurable firing order before. If you could just supply a list of weapon family numbers in the order you want them fired you could do this and many other things.
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 06:08 AM.


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