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Old May 7th, 2002, 07:43 PM
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Default Re: The Wonderful World of Armor

quote:
Originally posted by Baron Munchausen:
As for modified armor schemes, I have been using an 'internal armor' idea that appeared here some time ago. Just make 'plates' of armor (components with greater 'damage' points than 'size' points) without the armor ability. Place them in the ship with the functional components and they tend to soak up damage and keep the ship functioning longer. Unfortunatel I don't know how to get the AI to use them.




See PvK's Proportions mod, it contains such an armor model for standard and emissive armor without armor ability. It works nicely.
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Old May 7th, 2002, 08:18 PM
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Default Re: The Wonderful World of Armor

Ya, I'm pretty happy with the armor types in Proportions. I think Proportions' high-tech armors have more of an "emissive" effect than the emissive ones. The thing I like most about the system I use is that armor isn't "shot off" the ship the way it is in the standard game, and it is still possible to damage an armored ship's components with a lucky shot (as in real life - see accounts of actual battleship damage such as Bismarck, etc.).

As for how emissive currently works, I believe it is simply that damage below the E-level in a single shot or fighter group volley will be ignored. Damage above that, and the E-level is ignored. Makes for an annoying fine line between invulnerability and pointlessness. The SE3 system of emissive was much more interesting, but was based on damage being allocated in a different way. Ah well.

Baron, to get the AI to use a certain kind of armor, you can use the "bogus ability" method to tag it and then request it by that ability in the AI design files.

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