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January 28th, 2007, 01:10 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Balance Mod
*shrug*
Hard to say without actually having the code to look at. And I can't really say I know for sure. What I've seen is that the problem does not appear to exist in pure stock. The problem is apparant in the Balance Mod: missiles are far more likely to get through at 8x. The problem is even more apparant if you try to use SJ's 'leaky-PD' idea, PD cannons with 50ms fire rate and -90 or so to-hit modifier: at 8x all missiles get through, even if the system works perfectly at 1x.
The reason I think it's related to the to-hit modifier instead of firing rate, is that if you set the PD to-hit modifier to +50 or so, no missiles get through at 8x even with 50ms fire rate. So obviously 50ms 'works'( which means 500ms does too), but somehow, when the to-hit modifier goes too far into negative, the PD wont hit a thing in 8x even if it still hits in 1x.
Perhaps the hit/miss roll isn't done as often in 8x or some such, so if one miss is rolled it could apply to several shots.
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January 28th, 2007, 03:45 PM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Re: Balance Mod
Are the missiles the same speed as stock in BM?
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January 28th, 2007, 03:51 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
They're in the same range, but not exactly the same.
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January 29th, 2007, 01:56 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
I've got v1.03 of the mod almost ready to go, with the minor exception that I haven't compiled the updated AI scripts nor tested them with the latest patch. I hope to do that in a 2hr window I have after work, but it might be much later tonight or even tomorrow.
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The v1.02 mod just needs the new line in settings.txt added (whether or not retreat is allowed) and it should work fine.
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January 29th, 2007, 02:48 PM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
Posts: 776
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Re: Balance Mod
if it's going to take a while, can you release a no AI version for PBW?
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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January 29th, 2007, 03:33 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Balance Mod
Quote:
Captain Kwok said:
They're in the same range, but not exactly the same.
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I was just wondering if the missile speed might have something to do with the time compression/PD hit problem.
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January 29th, 2007, 04:00 PM
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Sergeant
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Join Date: Jan 2007
Posts: 323
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Re: Balance Mod
What can we expect to see different in v1.03?
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January 29th, 2007, 05:00 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
It's mostly an AI patch, with just a few minor adjustments or corrections in the data files. The AI improvements include some tweaks to ship orders, colony development and maintaining units, along with the addition of a few new functions from the latest SE:V patch.
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January 29th, 2007, 07:47 PM
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Sergeant
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Join Date: Jan 2007
Posts: 323
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Re: Balance Mod
Cool, thanks.
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January 30th, 2007, 02:38 AM
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Sergeant
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Join Date: May 2002
Posts: 279
Thanks: 2
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Re: Balance Mod
Is there a way to tell which data files have changed since the previous version? I'd like to be able to incorporate new changes in the balance mod to my mod-in-development (which is based on balance), but as I have added to some of the data files, I don't want to overwrite my changes.
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