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Old June 14th, 2002, 09:14 AM

MKSheppard MKSheppard is offline
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Default Re: Missiles as units (a.k.a microdrones)

Quote:
Originally posted by jimbob:

My Last comment for the night. Missiles cannot attack satellites right now. To keep this important game balance, I think it would be important to only design weapons that can attack ships/bases/planets for these new missile types.

Ciao all
Good night
I tried making missile drones, but it won't work...
the damn drones like to RAM before firing their
weapons...and if I set it so they fire before
they ram, they won't ram.....

I have been trying to get a FA*($@&$&) drone
to attack using "attacks engines only" and it
does jack squat!

EDIT:

Here is what I have been using:

*****************

Name := Small Missile
Short Name := Small Missile
Description := Small Multi-Purpose Missile.
Code := SM
Primary Bitmap Name := Drone
Alternate Bitmap Name := Drone
Vehicle Type := Drone
Tonnage := 5
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 50
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Missiles
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Small size and special materials increases speed of drone by 3.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 999
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Small size makes missile 50% harder to hit in combat.
Ability 2 Val 1 := 50
Ability 2 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 15
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

*********************

Name := Ionic Pulse Warhead V
Description := Warhead that disables enemy ship engines.
Pic Num := 670
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 350
Vehicle Type := Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2012
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 10
Number of Abilities := 1
Ability 1 Type := Component Destroyed On Use
Ability 1 Descr := BOOM
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Warhead
Weapon Target := Ships
Weapon Damage At Rng := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := tpc.wav
Weapon Family := 12

*********************

Name := Neutron Warhead V
Description := Warhead which releases high intensity neutron radiation killing a planet's population.
Pic Num := 666
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2014
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Planets
Weapon Damage At Rng := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Population
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := neutbomb.wav
Weapon Family := 14

******************

The Neutron warhead.....I try making 6 of
them fit on a large missile....over 1,200 pts
worth of NEUTRON goodness, and when it attacks/rams a planet in the simulator,
it only kills 1m people.....

[ June 14, 2002, 08:18: Message edited by: MKSheppard ]
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