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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #31  
Old January 31st, 2003, 10:19 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Weapons, engines and mods, Oh my!

Bases are ships for many purposes, such as Weapon Target. For targeting, Ships/Planets = Ships/Bases/Planets. It does not for the Vehicle Type line (which restricts what vehicle types a comp can be placed on) though.

[ January 31, 2003, 20:22: Message edited by: Imperator Fyron ]
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #32  
Old January 31st, 2003, 10:23 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: Weapons, engines and mods, Oh my!

missiles: 25kt seems too drastic. I'd make them 40kt and a lot cheaper"

Consider that point-defense cannons are 20kt and can fire every turn, where missiles can only fire every three turns..and often get shot once or twice on the way in.

Phoenix-D
__________________
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
  #33  
Old January 31st, 2003, 10:44 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Weapons, engines and mods, Oh my!

Quote:
Now, if torp weapons were immune to the effect of nebula on scanners.... they might have that specific purpose. I have only had one nebula battle, and was not looking to see if ship based scanners still worked or not. tis an idea, anyway.
Some storms interfere with combat sensors (they give a penalty to hit). I think there might be a nebula or two that does that.

If you use FQM, there are a lot of places that will interfere with combat sensors.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #34  
Old January 31st, 2003, 10:45 PM

couslee couslee is offline
Sergeant
 
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
couslee is on a distinguished road
Default Re: Weapons, engines and mods, Oh my!

Yea, but missles have great range. You can pull into range, fire the missles and back away until the reload time is done. I don't feel anything is wrong with missles. Torps are another issue.

(as is strategic combat) yuk
__________________
It's all just a perspective of matter.
Reply With Quote
  #35  
Old January 31st, 2003, 10:48 PM

couslee couslee is offline
Sergeant
 
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
couslee is on a distinguished road
Default Re: Weapons, engines and mods, Oh my!

[quote]Originally posted by Imperator Fyron:
Quote:
Some storms interfere with combat sensors (they give a penalty to hit). I think there might be a nebula or two that does that.

If you use FQM, there are a lot of places that will interfere with combat sensors.
Exactly. If torps were the best weapon in a nebula, they would have a great, but limited use. and not much other balancing would have to be done then. maybe.
__________________
It's all just a perspective of matter.
Reply With Quote
  #36  
Old January 31st, 2003, 10:53 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Weapons, engines and mods, Oh my!

Technically, combat sensors are unaffected by storms. The ships just get a penalty to hit.

Seekers are the only weapons that can be unaffected by storms.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #37  
Old February 1st, 2003, 01:19 AM

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: Weapons, engines and mods, Oh my!

"You can pull into range, fire the missles and back away until the reload time is done."

And watch as they all get shot down?

Phoenix-D
__________________
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
  #38  
Old February 1st, 2003, 01:56 AM

dbt1949 dbt1949 is offline
Corporal
 
Join Date: Dec 2002
Location: Hogeye,Ar--USA
Posts: 116
Thanks: 0
Thanked 0 Times in 0 Posts
dbt1949 is on a distinguished road
Default Re: Weapons, engines and mods, Oh my!

I'm still pretty new here but I for one like torpedoes. I'll put about 3 of them on a destroyer and go up point blank and fire away. The A I is usually concentrating on the bigger ships which I load with weapon,engine and shield destroying type weapons as well as the null space weapons.

The torpedoes are especially effective after the enemies shields have been eliminated by the other ships.
Reply With Quote
  #39  
Old February 1st, 2003, 02:18 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Weapons, engines and mods, Oh my!

PPBs, APBs, etc. do a lot more damage than those torpedoes per kiloton though.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #40  
Old February 1st, 2003, 03:49 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: Weapons, engines and mods, Oh my!

Quote:
Originally posted by Imperator Fyron:
Technically, combat sensors are unaffected by storms. The ships just get a penalty to hit.

Seekers are the only weapons that can be unaffected by storms.
Urk? I think the assumption is that even when you don't have a CS component in the ship there are combat sensors of some sort involved. The ability is named 'Sector - Sensor Interference' after all.

Explain to me how seekers are affected by storms?
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 05:50 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.