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  #151  
Old May 16th, 2003, 07:11 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Ok I re-did calculation.
There is however two different hypothesis:
H1: When a 5kt damage hit a component but is not enough to destroy it, the 5kt damage will be added to the next shoot, whose target will be randomly chosen (not necessarly the same one).

H2: When a 5kt damage hit a component but is not enough to destroy it, the 5kt will be added to the next shoot, which will target the same component, if it is targettable (no X Only weapon).

For me H1 is wrong because it makes the armor used in adamant mod useless:
(for 1 armor of 30kt)
Hit 1 5kt, hit armor.
Hit 2 5kt+5kt=10kt, hit armor.
Hit 3 5kt+10kt=15kt, hit component => destroy 1 5kt component, 10kt left, hit armor.
Hit 4 5kt+10kt=15kt, hit component => destroy 1 5kt component, 10kt left, hit component => destroy 1 5kt component, 5kt left, hit armor.
Hit 5 5kt+5kt=10kt ....

With H2, we have:
Hit 1 5kt, hit component, 1 5kt component destroy
Hit 2 5kt, hit armor.
Hit 3 5kt+5kt, still armor.
Hit 4 5kt+10kt, still armor.
Hit 5 5kt+15kt, still armor.
Hit 6 5kt+20kt, still armor.
Hit 7 5kt+25kt, destroy armor.

Anyway using both hypothesis, with teh following configuration ships:
Components: 10 5kt components.
Ship A: 10 5kt armor. (total 50kt=> 50% of ship)
Ship B: 1 30kt armor. (total 30kt=> 37% of ship)

Shoot of 5kt.
For 4 shoots, the leaking damage is:
Ship A: 10kt (on total of 20kt damage)
Ship B, H1: 14.8kt
Ship B, H2: 6.6kt

So given the result of SJ test, I would favor H2 as being true.

Of course this for only 4 shoots (but the calculation is very complicated for Ship B,H1 because of reported damage and new targets)

Any confirmation for the hypothesis?
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  #152  
Old May 16th, 2003, 08:32 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
H1: When a 5kt damage hit a component but is not enough to destroy it, the 5kt damage will be added to the next shoot, whose target will be randomly chosen (not necessarly the same one).
This is a well tested theory, and I believe has been confirmed by MM at some point.

Also, it in no way makes the armor used in adamant useless. There are very few weapons that do tiny amounts of damage.

[ May 16, 2003, 07:33: Message edited by: Imperator Fyron ]
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  #153  
Old May 16th, 2003, 09:13 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Sorry, I don't mean the armor is useless, but I cannot understand why having a 30kt armor would be more efficient than having 10 5kt armor if this is true.

But I guess I will have to use the really number from your mod, won't I?

But do we agree on that:
The probability for a component to be hit is:
< struct of the component > / < total remaining struct of ship >
Anytime there is unused damage point, either because it is remaing damage after destroyinga component, or because it targeted too strong a component, is added to the next shoot.
The targeted component of a shoot is totally independent of the previous shoots (except that destroyed components are not targetted anymore )

Did I understand right?

[ May 16, 2003, 08:20: Message edited by: StarBaseSweeper ]
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  #154  
Old May 16th, 2003, 03:35 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

AFAIK, hypothesis H2 is true. That is, if a component is damaged but not destroyed, the next shot will also hit that component unless it is of a special damage type which prevents that (i.e., Only Engines, Only Planet Destroyers, etc).

For instance, if I shoot a a ship with DUC V's (40 ADU) and hit a colony comp (200kt structure), no damage will be seen until the fifth shot, when enough damage has accumulated to destroy the comp. However, if I replace the Last DUC V with an Ionic Disperser V (also 40 damage, but Only Engines damage type), all 200 damage will be pulled out of the colony comp and be applied to the engines.

At least, that's how it worked before. Did it change somewhere?
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  #155  
Old May 17th, 2003, 04:19 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Krsqk:
AFAIK, hypothesis H2 is true. That is, if a component is damaged but not destroyed, the next shot will also hit that component unless it is of a special damage type which prevents that (i.e., Only Engines, Only Planet Destroyers, etc).

For instance, if I shoot a a ship with DUC V's (40 ADU) and hit a colony comp (200kt structure), no damage will be seen until the fifth shot, when enough damage has accumulated to destroy the comp. However, if I replace the Last DUC V with an Ionic Disperser V (also 40 damage, but Only Engines damage type), all 200 damage will be pulled out of the colony comp and be applied to the engines.

At least, that's how it worked before. Did it change somewhere?
That's what I think too.
I think that's why Adamant heavy armor is so much more efficient than the small armor, making the system of leaking armor very ingenious.

That's why I like it.
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  #156  
Old May 17th, 2003, 05:04 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Well again, thank SJ for leaky armor, not me. He is the one that came up with it. At least, I think he is the one that came up with it... he made the leaky armor in B5 mod a long time ago... and has had that bucky gel tube plating stuff in P&N for a long long time...
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  #157  
Old May 17th, 2003, 08:09 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Focusing more about Adament mod, maybe some ideas (that you maybe either already have, or have better...):

It is possible to make each race different.
For example, for the magic race, you could imagine that they do not have AI, so no master computer available. On the other side, all the crew is magic user, so all component consirered as filled with people would generate/regenerate shield. As well, the bridge, crew quarter, living querater, and several type of weapons may have boarding defense abilities, very high as all are training magicians, and all generate shields.

On the other side for Organic, all component would be regenerable, and maybe have boarding party ability. You could sacrifice engines, weapons to board, as every part is living, it can be use for attack. Not sure this is possible though.
Maybe the organic would have absolutly no shield, they may have non-leaking armor?

Just some ideas, if it helps.
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  #158  
Old May 17th, 2003, 08:12 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)



Concept Ship
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  #159  
Old May 17th, 2003, 08:51 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Would not it be better with green Hull?

*start to laught crazily*

It really look like mana generating craft.
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  #160  
Old May 17th, 2003, 07:24 PM

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

Ed: if by that you mean "looks really good", sure.
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