.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 April 4th, 2001, 05:17 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: Missile mounts!

Yes, this has been my experience as well. Both the seeker damage and damage resistance have been unaffected by any mounts as far as I could see. I'll have to check again. I've heard (but not yet seen for myself) that the range is not extended either. I guess that the way mount work is only valid for direct-fire weapons and you're merely making smaller seeker components with mounts. I hope this gets fixed, though.
Reply With Quote
  #2  
Old April 4th, 2001, 11:22 PM

Aussie Gamer Aussie Gamer is offline
Sergeant
 
Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
Thanks: 0
Thanked 0 Times in 0 Posts
Aussie Gamer is on a distinguished road
Default Re: Missile mounts!

I hope that is not true!

I will have to have a good look at it, it showed up OK on the vehicle design page.
Bummer!

I would have liked to reduce the range but I was unsure if you could use a negative in the file for that!

By the way I have seen missiles cause no damage, they always look like they hit!

New bit---

I just looked at it and you can not increase the damage res of the missile only the component firing it.
So it's back to redsigning new components such as the armoured capital missile, 20kt more resistant, 2 range down.

Sorry guys its back to the drawing board.

You can increase the range and damage. I change it to 150% damage, loss of two squares range. Called it overloaded missile.

[This message has been edited by Aussie Gamer (edited 05 April 2001).]
Reply With Quote
  #3  
Old April 4th, 2001, 11:46 PM

GruelThePurple GruelThePurple is offline
Private
 
Join Date: Mar 2001
Location: Portland, OR, USA
Posts: 38
Thanks: 0
Thanked 0 Times in 0 Posts
GruelThePurple is on a distinguished road
Default Re: Missile mounts!

In my tweakings I have also noticed that while seeker mounts "appear" to be correct, in combat use they default to their original settings.
Reply With Quote
  #4  
Old April 5th, 2001, 12:00 AM

CaptSpoogy CaptSpoogy is offline
BANNED USER
 
Join Date: Mar 2001
Location: Toronto, Canada
Posts: 302
Thanks: 0
Thanked 0 Times in 0 Posts
CaptSpoogy is on a distinguished road
Default Re: Missile mounts!

I think I know why the armored missiles won't work:

The extra shielding (armor) applies to the component only (ie the missile launcher). The missile itself is the same old missile, except the missile launcher itself can take a lot of punishment...
Reply With Quote
  #5  
Old April 5th, 2001, 12:25 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Missile mounts!

Why don't you just copy-paste the component? Simplest solution ever, & guaranteed to work.

The Mount-based range extension on missiles, it allows you to fire from farher away, but the seeker has the same fuel as before and fizzles out after going normal distances.

[This message has been edited by suicide_junkie (edited 04 April 2001).]
Reply With Quote
  #6  
Old April 5th, 2001, 01:25 AM

GruelThePurple GruelThePurple is offline
Private
 
Join Date: Mar 2001
Location: Portland, OR, USA
Posts: 38
Thanks: 0
Thanked 0 Times in 0 Posts
GruelThePurple is on a distinguished road
Default Re: Missile mounts!

The way I got around the whole mount mess, to use Armoured Missiles, extended range, etc.; was to create variant missile types. (Like SJ suggested.) Granted, this is not pretty, and adds a bunch of extra missile types, but if done right, the AI will also use them and you can have your extra damage, extra range, extra armour, and whatever else you want.

BUT, for each variant, you have to have an extra missile component.

I can upload what I did for Capital Ship Missiles, if'n anyone is interested (for the sake of ideas).

[This message has been edited by GruelThePurple (edited 05 April 2001).]
Reply With Quote
  #7  
Old April 5th, 2001, 01:35 AM
mottlee's Avatar

mottlee mottlee is offline
Colonel
 
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
mottlee is on a distinguished road
Default Re: Missile mounts!

I like the idea of tweekin the files (I've not done this) will some one who has please Email me with the instructions to use this I for one think will be cool how ever IF it takes ALL the damage might limit it to bases

Thanks

------------------
mottlee@gte.net
"Kill em all let God sort em out"
__________________
Kill em all let God sort em out
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 11:54 AM.


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