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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old February 4th, 2004, 11:33 AM
Growltigger's Avatar

Growltigger Growltigger is offline
First Lieutenant
 
Join Date: Jan 2003
Location: England
Posts: 665
Thanks: 0
Thanked 0 Times in 0 Posts
Growltigger is on a distinguished road
Default Re: StarFire Mod v-Beta 2

[quote]Originally posted by narf poit chez BOOM:
Quote:
Wubbles The Borg! Wubbles The Borg! If He Couldn't Blow Bubbles He Wouldn't Be Wubbles The Borg!
Hmmm, evidence of the hysteria that always seems to attend any election campaign being organised by Americans. Someone please take Narf Poit Chez Boom out, preferably with a bullet to the head.

Missile interdiction, gosh, I had forgotten about that. It would be wonderful if you could mod that into the beta, but I do suspect that it will not be possible.

Damn it though, the only time I came across this rule is when my opponent developed "Pursuit Cruisers" armed with the missiles which blow your engines. He chased one of my damaged superdreadnough divisions, blew their engines and then laughed at my amazement when his missile volleys vaped my ships. Snikkin' frakkin' rikkin' rakkin' anyway, I wiped out his fleet at the Battle of Deneb so ho hum. Wubbles, can you confirm or deny whether or not missile interdiction is possible? can you make a missile that does ten times damage if it hits a target with no engines? (it would have to exclude bases, PDCs etc).

Turning to the inner outer armour concept, I agree with you that one of the things that is slightly depressing about SEIVG is that so far as I can tell, the only effect of your components on the list is the order in which weapons fire. I like your idea, I really do, again, Wubbles, is this something you can do in the Mod?
__________________
ook ook ook ook ook oooooook
Reply With Quote
  #2  
Old February 4th, 2004, 01:23 PM

Dan Kochheiser Dan Kochheiser is offline
Private
 
Join Date: Jan 2004
Location: Mesa, AZ
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
Dan Kochheiser is on a distinguished road
Default Re: StarFire Mod v-Beta 2

[quote]Missile interdiction, gosh, I had forgotten about that. It would be wonderful if you could mod that into the beta, but I do suspect that it will not be possible.

Damn it though, the only time I came across this rule is when my opponent developed "Pursuit Cruisers" armed with the missiles which blow your engines. He chased one of my damaged superdreadnough divisions, blew their engines and then laughed at my amazement when his missile volleys vaped my ships. Snikkin' frakkin' rikkin' rakkin' anyway, I wiped out his fleet at the Battle of Deneb so ho hum. Wubbles, can you confirm or deny whether or not missile interdiction is possible? can you make a missile that does ten times damage if it hits a target with no engines? (it would have to exclude bases, PDCs etc).[qb][quote]

Can something like this be done?

Quote:
[qb]Turning to the inner outer armour concept, I agree with you that one of the things that is slightly depressing about SEIVG is that so far as I can tell, the only effect of your components on the list is the order in which weapons fire. I like your idea, I really do, again, Wubbles, is this something you can do in the Mod?
How are sheilds being modeled?

Dan K
Reply With Quote
  #3  
Old February 4th, 2004, 06:22 PM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: StarFire Mod v-Beta 2

Well I was having a great debate with my History professor so I need to change gears, however let me address these questions.

Magnum: Sorry to hear that you can’t beta test but by all means tackle the ship sets. Send an email to the address I provided and I will send you a list of the updated ship hulls, I have the feeling that you are working off of the pre-UTM hulls. Also should you enlist any other aid let me know so that can give proper credit. If you do get aid from others than I will trust you to act as the “Lead Designer” and follow your recommendations (it will save you from having to ask me for guidance) unless it is something far out of lines with the StarFire motif, but I seriously doubt that will be the case as you are really working unrestricted already. *Motif? Define StarFire motif?*

Inner and Outer Hull: This is a fair idea but I can see too many complications with it:

First is the damage. If I where to increase the tonnage structure of a component that sits on the Outer Hull I would have to increase the damage of all weapons so that a single hit could still destroy that system, this would mean that a single hit could destroy multiple Inner Hull systems.
Second is the AI factor, I can’t say for certain but it would seem to me that the AI would have a hic-up applying the actual armor component to a ship that has components with armor traits. Let’s say that I set the AI to create ship A with two points of armor and it adds two components with the armor trait, now it has no need to add actual armor as it has just satisfied the requirements.
Third it would still be random, if you have two components with the armor trait (component A and B in that order) it can not be guaranteed that A will be damaged and destroyed before B. The sought after effect is still missing.
Fourth: I could increase the tonnage structure of Inner Hull components to make up for the lop-sided effect of the Outer Hall, yet still is the fact that anything with the armor trait is fair game for damage. In other words it would be nuts to loose your “Outer Hull” missile launcher before all of your armor is gone. Then again I could increase the tonnage structure of all armor, and then I would have to increase the damage of all weapons that hit armor, then that would be too much damage on internal scores, increase their tonnage structure… See the dilemma?

So “Leaky Armor” just won’t work in this mod and still keep a balance. Now on to the Last item, I saved it for Last on purpose. The issue of the interdiction field, I may have an idea that will work however that is something I think should be addressed “off forum”. Once I create the outline and an explanation as to the idea I will email my proposal to the addresses you have provided me. Mr. Floppy at what address should I contact you, or would you prefer a private message for ease?

Almost forgot, shields, they are modeled just as normal shields in SE4G. I could not see any difference between the two except that 3rdE shields interdict scanning and that was easy to add in. I can not say for certain that it will work and there is no way to avoid scanning a ship once combat has started. Other than this one “flaw in application” it should by all rights work just as in 3rdE, beta testing needed of course.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
Reply With Quote
  #4  
Old February 4th, 2004, 06:52 PM
narf poit chez BOOM's Avatar

narf poit chez BOOM narf poit chez BOOM is offline
Shrapnel Fanatic
 
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
narf poit chez BOOM is on a distinguished road
Default Re: StarFire Mod v-Beta 2

Quote:
Hmmm, evidence of the hysteria that always seems to attend any election campaign being organised by Americans. Someone please take Narf Poit Chez Boom out, preferably with a bullet to the head.
I'm Canadian. That means i'm a North-North American.

*picks up a sign that reads 'Shoot The Tiger!' and starts marching*

[ February 04, 2004, 16:53: Message edited by: narf poit chez BOOM ]
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
Reply With Quote
  #5  
Old February 4th, 2004, 07:51 PM

DemoMonkey DemoMonkey is offline
Private
 
Join Date: Jan 2004
Posts: 30
Thanks: 0
Thanked 0 Times in 0 Posts
DemoMonkey is on a distinguished road
Default Re: StarFire Mod v-Beta 2

Re: Missile Interdiction.

It's possible to have a weapon do multiple damage to shields. Is it possible to have a weapon do normal damage to shields and multiplied damage to everything else?

If so, set up missiles to do that. Then, add a small shield generating function to engines. Not much, 10 points per engine regenerative. The end effect; if you knock out the shields and the "drive field", the missiles slam home for massive damage.

Yeah, yeah, the engines will still be there. Life's imperfect.

Glad to help.
Reply With Quote
  #6  
Old February 4th, 2004, 09:55 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: StarFire Mod v-Beta 2

Quote:
It's possible to have a weapon do multiple damage to shields. Is it possible to have a weapon do normal damage to shields and multiplied damage to everything else?
Yes. Multiply its damage by 4 and give it the 1/4 damage to shields type. This gets the exact same effect, in that it will do "normal", expected damage to shields, and 4x to everything else. There is also 1/2 damage to shields, and 2 times damage to shields.

[ February 04, 2004, 19:56: 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
  #7  
Old February 4th, 2004, 11:27 PM

DemoMonkey DemoMonkey is offline
Private
 
Join Date: Jan 2004
Posts: 30
Thanks: 0
Thanked 0 Times in 0 Posts
DemoMonkey is on a distinguished road
Default Re: StarFire Mod v-Beta 2

Excellent. Do that thing he said.

Thank you Fyron.
Reply With Quote
Reply

Bookmarks


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 01:25 AM.


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