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February 3rd, 2003, 08:52 PM
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Re: Ramming Damage
Not really sure what these mean, but from settings.txt:
Ram Ship Source Modifier := 60
Ram Ship Target Modifier := 100
I think it means that the ramming ship sums up its mass and warhead (if any) strength and compares it to the target's mass and then the source ship takes 60% of damage from the mass of the target while the target takes 100% of the damage from the source.
Or does it mean something else entirely?
[edit: Whoops, Geo already described this. ]
Slick.
[ February 03, 2003, 18:53: Message edited by: Slick ]
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February 3rd, 2003, 09:38 PM
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Re: Ramming Damage
Thanks Geo. So the warhead damage is not calculated first, then the mass vs mass. Kind of like how shields were added to unit HP (pre 1.84).
See, I thought the warhead damage calculated first. I would rather see the warhead with a .5 or 1 range with only one use allowed. (MOD?)
Captain: Ramming speed
Con: Speed attained Sir
Captain: Release warhead coasting clamps and prepare to alter course.
Weapons: The ship was not destoryed Sir.
Captain: Do not alter course and proceed with the ramming. This beast must not reach the fleet.
That is how I kinda pictured it going down.  Oh well.
So based on the numbers, the AI took 560 damage, and I took 336 damage.
What about if I had damaged components. Is the mass from those deducted from the ramming damage done? I assume it is, but not 100% sure. That goes for a lot of things in this game.
[ February 03, 2003, 19:39: Message edited by: couslee ]
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February 3rd, 2003, 09:39 PM
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Re: Ramming Damage
Geo
Recently, I had my colony ship ram another. Mine was set on "kamakazi" and was destroyed but the other survived to colonize a planet. It was a surprise to me as I thought "All things being equal, if a ship should survive, it should be the attacker based on the 100/60). I can't remember if the other colony ship tried to run away or not, but it didn't try to ram.
So, could it be the other way around? Like the attacker takes more damage. Or could there something that changes the algorithym of damage so that the attacker is occasionally destroyed.
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February 3rd, 2003, 09:44 PM
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Re: Ramming Damage
tbontob. I have seen that too. Had a ramming colony ship gets destroyed ramming a lighter ship ship too.
Thats is why I was thinking about maybe modding the warhead to a range 1, use 1. At 1000 minerals each, you should get more benefit than it gives.
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February 3rd, 2003, 09:50 PM
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Re: Ramming Damage
Originally posted by couslee:
See, I thought the warhead damage calculated first. I would rather see the warhead with a .5 or 1 range with only one use allowed. (MOD?)
You can't mod a true one shot weapon, but you can mod one with a 30 reload rate. Not sure if that would do exactly what you want, but it might come close.
What about if I had damaged components. Is the mass from those deducted from the ramming damage done? I assume it is, but not 100% sure. That goes for a lot of things in this game.
This is a good question, but I have no idea.
Geoschmo
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February 3rd, 2003, 09:55 PM
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Re: Ramming Damage
Quote:
You can't mod a true one shot weapon, but you can mod one with a 30 reload rate. Not sure if that would do exactly what you want, but it might come close.
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That supprises me. Other components have the "may only be used once" or "destroyed after use" ability. this wouldn't work on the warhead? shame.
Edit in: Of course, it would have to be repaired afterwards, indicating a "replacement" warhead installed.
[ February 03, 2003, 20:00: Message edited by: couslee ]
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February 3rd, 2003, 09:57 PM
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Re: Ramming Damage
Quote:
Originally posted by couslee:
tbontob. I have seen that too. Had a ramming colony ship gets destroyed ramming a lighter ship ship too.
Thats is why I was thinking about maybe modding the warhead to a range 1, use 1. At 1000 minerals each, you should get more benefit than it gives.
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Except for one game, I have been playing the standard non-modded 1.78 game.
But now I remember, the colony ship which was destroyed was in The Great Experiment II and the players colony ships were modded to allow them to have greater range. And it was my colony ship vs the AI's. Could a modded colony ship have skewed what should normally have happened?
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