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  #131  
Old May 14th, 2003, 09:43 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

8. Added - Mecenary Contracts technology for use with mercenary ships. Used a recolored Version of Terran ship set found on PBW as a temporary mercenary set.
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  #132  
Old May 15th, 2003, 06:14 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Ok, it's out!

Version 0.11.03:
1. Added - Fate Talismans, which are 50 kT components that give +5-20 ECM bonus and require Fate Ethos 3-6.
2. Added - Organic and Magic SDDs.
3. Added - Pandoran, 8472, NuWam races to the mod.
4. Changed - Attempted to make AIs be able to design and use Colony Ships.
5. Added - Space monsters, from Devnull Mod, with Rollo's permission.
6. Added - Endemic Wastefulness, Naturalists, Unlucky, Trans-dimensional racial traits.
7. Added - Basic Bridges, Basic Life Support. Added Spartan and Luxurious Crew Quarters.
8. Added - Mecenary Contracts technology for use with mercenary ships. Used a recolored Version of Terran ship set found on PBW as a temporary mercenary set.
9. Added - Stoic Race racial trait, which allows crews to live in Spartan Crew Quarters without any combat penalties.
10. Added - Dozens of Expansion Slots to Racialtraits.txt for ease of empire file updating in the future.
11. Added - Neo-Expansion pack.
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  #133  
Old May 15th, 2003, 06:48 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Suicide Junkie:
I don't have exact statistics available, but when you compare a small number of large-hitpoint components and a large number of small-hitpoint components, with the same total hitpoints, the larger-hitpoint components get hit more often than randomly by component, and even more often than the 50% by hitpoints.

The example I used for testing was the B5 light, medium and heavy "Inert Armor".
I don't recall exactly what they were, but take it as:
10 hp/1 kt for light armor
50 hp/10 kt for heavy armor

I designed identical ships, except for armor...
6 guns, and 6 engines from standard SE4, minimum requirements for equipment.
The light armor ship ended up with 6K hitpoints, while the Heavy armor ship ended up with 4K hitpoints.

Guess who wins? 60-70% of the time, it was the heavy armor ship. Even though it had fewer armor components and only 2/3rds the number of hitpoints, it usually won the battles.

Tactical combat, and watching each hit showed that the heavy ship would win because its heavier armor got hit more often, and less damage leaked through to destroy weapons.
The light armored ship would lose firepower, and become unable to fight back.

On the occasions of the light armor ship winning, the heavy ship would suffer bad luck on its own shots; failing to damage enough weapons on the light ship. Trading blow for blow, the 4k heavy armor hitpoints simply ran out first.
Maybe I got it.
Do you think it could be for the following reason.
2 ships:
Ship A: 150kt total struct, including 10*5kt "armor" (not defined as armor, just as decoy).
Ship B: 150kt total struct, including 1*50kt "armor" (decoy as well, no armor ability).

On the first hit, let's say 5Kt damage, we have for each ship:
Ship A: each "armor" has 5/150 chance to be hit. As there is 10 such components, the chance that armor is hit is 10*5/150=1/3. If the armor is hit, then it loose one armor (9 armor left).
Ship B: 1 armor, has probability to be hit 50/150=1/3. It will loose 5kt struct, but then it will draw fire until destroyed!

Second shot: let's say the first shot damaged armor. 5kt damage for second shoot.
Ship A: each armor has 5/150 chance to be hit. 9 armor left, so 9*5/150 chance to be hit. If hit, one armor destroyed (8left). We can see the probability of armor being hit is decreasing. Moreover, it will redo the random targeting everytime an armor is destroyed, making it more likely to hit other components.

Ship B: 5kt to armor. No other componant can be hit as armor is already damaged.

Would that be the explanation for the test you did?
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  #134  
Old May 15th, 2003, 08:17 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Just so you know, if the damage to the ship is not enough to destroy the randomly targetted component, then that damage is stored up and added to the next shot's damage, which is randomly assigned to a component. There is no partial damage for components.
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  #135  
Old May 15th, 2003, 08:36 AM

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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

And the damage is sometimes lost completely, if shields regenerate (crystal armor, shield regenerators)- if the next shot doesn't penetrate the shields, the partial damage is IIRC lost. Either that or it goes into the shields.
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  #136  
Old May 15th, 2003, 08:38 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I believe it goes to the shields. It is converted to the damage type of whatever the next weapon is. So if the next shot is from a Tachyon Projection Cannon, it does all the damage to weapons.
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  #137  
Old May 15th, 2003, 09:20 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

another trick for micromanagers. is all the hassle worth it?
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  #138  
Old May 15th, 2003, 09:23 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Huh? It has nothing to do with micromanagement, just a note on how the damage model works.
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  #139  
Old May 15th, 2003, 09:46 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

well, you could have major damage stored from a big weapon and put it all in weapon damage. i'm not sure how, but someone might figure it out.
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  #140  
Old May 15th, 2003, 09:52 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

That only works if all components have more hit points than your weapons do damage (a lot more). Otherwise, it is such a rare occurance that it does not matter.
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