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August 26th, 2006, 03:35 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: BSG Race Emblem
Strategies will help that last one a lot.
Set the firing options to 10% damage to targets, and do not target nearest. Instead, pick ones that are unlikely to target the same ship twice in a row... Has weapons, fastest, and least damaged are good ones. Farthest works too, since it will target the things that your PT boats will definitely not be shooting at.
You definitely don't want your whole fleet firing on the same ship.
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August 27th, 2006, 11:48 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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PD beam ships vs missiles
Hey,
I've been trying to design a good PD Cruiser vs my current generation of missile fighters, but the PD ships can't seem to successfully shoot down missiles.
In Simulations, a wing of five missile fighters lauch five heavy explosive missile-IIs (seeker dmg resistance:24kT each). So it seems like the stack should have 24x5=120hp?
The PD ship is armed with 1x80mm Laser-III, 1x60mm Laser-III, and 3x40mm Laser-III. It also has Gun Crews-I. This should be a possible three missiles, and a possible two targets, right?
Edit:
But during combat, it fires on incoming missiles from range one to range four with almost no effect; During the course of the simulation, in thirty turns it might kill two missiles out of the twenty to twentyfive that are launched at it.
Am I missing something about damage allocation or to hit rolls or something?
For reference, The laser three damage tables:
(3x)40mm: 38, 36, 33, 30
(1x)60mm:103, 96, 89, 82
(1x)80mm:205, 205, 192, 178, 165
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August 28th, 2006, 01:09 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: PD beam ships vs missiles
As for damaging missiles:
Provided that you hit, damage only applies to one missile; any excess damage does not hit the second missile, but is lost.
With such firepower, the only way I can see you not killing missiles is due to missing.
Larger weapons have accuracy issues (+40, +20, 0, -10, -20), and missiles have a hefty evade bonus (60%)... Base accuracy is 70%, -6% per square.
20mm guns should get you a significantly higher hit rate.
Using a smaller hull will get you some hit bonus as well.
And, of course, if you chose the pacifist culture, they have -50% to accuracy off the top.
In that case, you need the antimissile missiles, since nothing else will hit (1% minimum hit chance for DF weapons).
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August 28th, 2006, 06:21 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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Re: PD beam ships vs missiles
That -50 has got to be it. After a little spreadsheeting, it does seem to add up. Then it's missiles for this game, and I'll try different next game.
On another oddity that's come up: I've tried building "Highly Industrialized Sector" on a couple of my larger worlds, a 2.5 year project. I came back to them several months later, and they were instead building "Legacy Infrastructure", a 10~12 year project! I had to cancel four months production, and restart them on "Industrialized" again.
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August 28th, 2006, 09:08 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: PD beam ships vs missiles
You must have clicked the "Upgrade All" button on the queues list. That's a fairly dangerous button in CBmod.
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August 28th, 2006, 07:10 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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Re: PD beam ships vs missiles
yep, did that; ok will avoid that.
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August 28th, 2006, 09:27 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: PD beam ships vs missiles
Does CB have AI?
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August 28th, 2006, 09:37 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: PD beam ships vs missiles
It has Rollo AI!
They will likely work best under v1.5, since Rollo has not been around since I got to v1.6.
1.6 has lots of nice stuff for multiplayer, including some spiffy ruins tech, more control over intel, and support for JunkYardWars style play.
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