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

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old April 19th, 2008, 11:05 AM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: MOD: Space Empires V - Babylon 5

I require a detailed tutorial on weapons lol. Compared to SEV, modding SEIV was a friggin piece of cake.

Im using Devnullicus Modtool and i basicly have no real clue what these do:


At Range Distance Increment
Min / Max damage at Range
Hit modifer at Range


What "range" are these single entries referring to ?

Im missing something like in SEIV where you could specify the exact damage range for each single square...doh.


What should i do if i want to make weapons work like in SEIV, i.e. they do 100 damage at point blank and drop 10 points for each square beyond.
How do i actually set up the range of a weapon ?

(20 + ([%Level%] * 5)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(80, (([%Level%] - 1) * 10) + 40), 20000, 0)

This formla drives me insane.

I realize it states the weapons damage (20 + level*5) lowered by range (10 less per range) but those if-function i dont quite understand. I assume its a modifier based on range, but thats it.

The SEV wiki was not of much help





EDIT: Will component placed in the ARMOR slot always act as armor and soak up all damage ? Because i had components placed in ARMOR but without the actual "component is armor" tag/ability and the ship did not suffer any hull damage before the actual armor component was destroyed.


Beam colors: I have a beam that should be colored red 255/0/0 but is actually colored green in game (beam 10)


In addition, will component in the outer section always be destroyed before stuff in the inner section ?




Regarding the armor thingy:

Number of Armor Types := 5
Armor Type 1 Name := Normal Armor
Armor Type 1 Penetration Percent := 20
Armor Type 1 Damage Percent := 0
Armor Type 2 Name := Organic Armor
Armor Type 2 Penetration Percent := 20
Armor Type 2 Damage Percent := 0
Armor Type 3 Name := Emissive Armor
Armor Type 3 Penetration Percent := 20
Armor Type 3 Damage Percent := 0
Armor Type 4 Name := Crystalline Armor
Armor Type 4 Penetration Percent := 20
Armor Type 4 Damage Percent := 0
Armor Type 5 Name := Scattering Armor
Armor Type 5 Penetration Percent := 20
Armor Type 5 Damage Percent := 0
Internal Damage Percent := 100
Facility Damage Percent := 100


Is this what you are suggesting in conjunction w/ the damage resistance = x components ?



Lastly, can designs be saved ? I always thought that saving your empire will save your designs as well, but it seems they wont appear once you make a new game with the .emp file ?
Reply With Quote
  #2  
Old April 19th, 2008, 02:29 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: MOD: Space Empires V - Babylon 5

Quote:
Ragnarok-X said:
I require a detailed tutorial on weapons lol. Compared to SEV, modding SEIV was a friggin piece of cake.
...
The SEV wiki was not of much help
Was this article not helpful?

http://wiki.spaceempires.net/index.p..._Formula_(SEV)

Quote:
Ragnarok-X said:
Will component placed in the ARMOR slot always act as armor and soak up all damage ? Because i had components placed in ARMOR but without the actual "component is armor" tag/ability and the ship did not suffer any hull damage before the actual armor component was destroyed.
It would appear so.

Quote:
Ragnarok-X said:
Beam colors: I have a beam that should be colored red 255/0/0 but is actually colored green in game (beam 10)
Without knowing which bitmap file you are using, or what the bitmap effect is set up like (eg: RGB brightness levels), its hard to say.

Quote:
Ragnarok-X said:In addition, will component in the outer section always be destroyed before stuff in the inner section ?
Yes, outer layer is a magic wall over the inner layer. We referred to this effect when discussing SJ's directional armor setup in GG mod.

Quote:
Ragnarok-X said:Is this what you are suggesting in conjunction w/ the damage resistance = x components ?
Yes, that will cause that damage type to "leak" 20% of the damage through each armor component.

Quote:
Ragnarok-X said:Lastly, can designs be saved ? I always thought that saving your empire will save your designs as well, but it seems they wont appear once you make a new game with the .emp file ?
IIRC that functionality is still broken. Given the much more complex relation between tech areas and components than in SE4, its probably going to take quite some work for Aaron to fix.
__________________
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
  #3  
Old April 19th, 2008, 02:36 PM
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: MOD: Space Empires V - Babylon 5

Quote:
Fyron said:
Quote:
Ragnarok-X said:Lastly, can designs be saved ? I always thought that saving your empire will save your designs as well, but it seems they wont appear once you make a new game with the .emp file ?
IIRC that functionality is still broken. Given the much more complex relation between tech areas and components than in SE4, its probably going to take quite some work for Aaron to fix.
If only the designs were saved as independent files like they were in SE3...
Reply With Quote
  #4  
Old April 19th, 2008, 03:02 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: MOD: Space Empires V - Babylon 5

Figured everything out, thanks for the link Fyron. As a matter of fact i did not notice the detailed article regarding weapon formulas.
Reply With Quote
  #5  
Old April 19th, 2008, 03:27 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: MOD: Space Empires V - Babylon 5

Its linked from the relevant field names in the Components article. Is that not clear enough? Not sure how to make it clearer.
__________________
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
  #6  
Old April 19th, 2008, 05:03 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: MOD: Space Empires V - Babylon 5

I will be more sensitive next time, sorry about that.


Now, a more important question. I cant seem to get the damage system to work.

I have this piece of armor:

Number Of Abilities := 2
Ability 1 Type := Component - Damage Resistance
Ability 1 Description := Negates any damage of [%Amount1%]kT or les
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 4
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Component - Is Armor Type
Ability 2 Description := Provides armor protection.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Normal Armor"
Ability 2 Amount 2 Formula := 0


It is armor, therefor soaks up damage. In addition, it negates small bits of damage.
Now, as mentioned i want a bit of the damage to leak into the hull.
Im using a weapon with dmg type "normal".


DAMAGETYPES

Armor Type 1 Name := Normal Armor
Armor Type 1 Penetration Percent := X
Armor Type 1 Damage Percent := X


Now, how should those 2 values be set up ?
If i want a gun which does 100 damage to do 30 % of its damage to the internals, i obviously should set penetration percent to 30.
But what about the Damage Percent ? Should it be it 70 or 100 ?

I have various different things, but in fact NEVER was damaage spread to the internals without the armor being first 100% destroyed.
Reply With Quote
  #7  
Old April 19th, 2008, 05:14 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: MOD: Space Empires V - Babylon 5

Quote:
Ragnarok-X said:
I will be more sensitive next time, sorry about that.
I was actually asking a serious question. I wasn't offended or anything.

Quote:
Ragnarok-X said:
But what about the Damage Percent ? Should it be it 70 or 100 ?
Damage Percent is multiplied against the damage done to the armor component (IIRC after the Penetration Percent is removed). Setting it to 0 means no damage at all is done. Setting it to 70 means 30% of the damage will be dropped (in addition to the 30% that passes on to the next component). You should probably set it to 100.

Quote:
Ragnarok-X said:
I have various different things, but in fact NEVER was damaage spread to the internals without the armor being first 100% destroyed.
As stated previously, damage has to go through every armor component, in the order they were added to the ship, before anything gets to the internals. If you have 10 armor components, a 30% penetration percent will not get all the way through. Assuming Damage Percent is set to 100, Armor 1 will take 70% of the hit's damage. Armor 2 will take 21% of the hit's damage. Armor 3 will take 6.3% of the damage, and so on.

If you want really leaky armor, try setting the penetration to a high value, like 90.
__________________
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
  #8  
Old April 20th, 2008, 02:21 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: MOD: Space Empires V - Babylon 5

To calculate how much damage will be absorbed by the armor:
(penetration factor) ^ (number of layers)


For example: 5 layers of armor that each leak 70% of the damage through (70% penetration = 0.7)

0.7 ^ 5 = 0.168

Therefore, only 17% of the damage will make it all the way through those 5 layers.
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 10:55 AM.


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