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  #181  
Old May 22nd, 2003, 11:13 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

More leaky shields on the ship, so more damage can be reduced by it. Concentration of defenses into fewer ships. Say you have one 800 kT ship versus 2 400 kT ships. They should be about equal, right? Well, have them do half as much damage to each other. One 400 kT ship is destroyed, and so the average firepower of the smaller ships is instantly cut in half. The 800 kT ship is still alive, though battered, so it now has more strength than the other side does. This is of course a simplification, but it illustrates the basic idea.

Here is a preview of the next Version. Adamant sure is leaky, what with leaky armor, shields and now update leaks!
Version 0.11.04:
1. Changed - Talismans now have boarding defense abilities. They are subject to biotoxin weapons and mental shredders. Also, fanatical crew destroy the relics before any boarding parties can capture them.
2. Added - Flag Bridge, which gives combat bonuses to all of the empire's ships in the system.
3. Changed - Colony ships now recieve a 60% reduction in maintenance costs.
4. Changed - Transports now recieve a 20% reduction in maintenance costs.
5. Changed - Master computers now come in 5 levels instead of 3.
6. Added - Aggressive master computers, which provide the ship with a 10% attack bonus and a 10% defense penalty.
7. Changed - Increased cost of Advanced Power Conservation from 500 to 750.
8. Added - Tower of Protection facility for magic races, which adds 15-45 shield points to all ships in the system.
9. Fixed - Psychic Scanner facilities are now Psionic Probe facilities. Psychic training facilities are now Psionic training facilities.
10. Changed - Switched organic and mineral costs of Psionic training facilities and Psionic Probe facilities.
11. Fixed - The description of the Hardy Industrialist racial trait now accurately reflects the fact that it does not apply to Temporal Space Yards.
12. Changed - Increased storage abilities of homeworld facilities from 5000 to 7500.

[ May 22, 2003, 10:34: Message edited by: Imperator Fyron ]
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  #182  
Old May 22nd, 2003, 11:40 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
More leaky shields on the ship, so more damage can be reduced by it.
OK, I see
I guess it could also be to be able to have "bigger" leaky armor.
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  #183  
Old May 22nd, 2003, 09:15 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Larger armor components start to defeat the leakiness. If they have too many hit points, the chance of internals being hit goes down tremendously. Hmm... I wonder what an "ultra-armor" component would do if it was, say, 100 kT and had half the hp/kT ratio of heavy armor (same scaling as light to heavy)...
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  #184  
Old May 23rd, 2003, 04:12 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
Larger armor components start to defeat the leakiness. If they have too many hit points, the chance of internals being hit goes down tremendously. Hmm... I wonder what an "ultra-armor" component would do if it was, say, 100 kT and had half the hp/kT ratio of heavy armor (same scaling as light to heavy)...
I could check out, I already wrote the excel sheet
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  #185  
Old May 23rd, 2003, 05:07 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Well it just requires one component to test it.

Excel spreadsheet for what? You do realize that SJ made a program that can quickly and easily generate tech grids (even of one dimension, so 100 levels of some component, for example), right?
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  #186  
Old May 23rd, 2003, 06:35 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Yes I know.

It is just a excel sheet to calculate the average damage leaking to the non-armor component depending on the size, structure of the armor.

Well of course only in one case, so nt perfect but gives an idea.

I use 5kt shoot, and see how much the armor takes.
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  #187  
Old May 23rd, 2003, 06:39 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

There are nearly no weapons that do only 5 damage... that isn't a very good test. Try 50 for more accurate results. And, it is quite random, so no hard calculations will be quite correct anyways.
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  #188  
Old May 23rd, 2003, 08:58 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I tested with component:

level A: size = 1, structure = 5 (16 comp, total 80kt)
level B: size = 4, structure = 15 (4 comp, total 60kt)
level C: size = 16, structure = 40 (1 comp, total 40kt)

It works well, each level protect better than previous one with struct/size ratio.
For 4 shoots of 5kt (total 20kt) the leaking damage to other components is:
A: 10kt
B: 8.76kt
C: 7.74kt

It should be tested with your numbers though.
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  #189  
Old May 23rd, 2003, 09:05 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

EDIT: replace 15kt component by 10kt components Is it fine now?
EDIT2: add ultra-armor test, change size of ship.
EDIT3: I'm lazy, I test only level 1 armor.
EDIT4: add"." because of space optmization

Ok, Tell me if the following configuration seems ok for you:

Ship sizes of 400
I fill 100kt with armor, the rest with 10kt struct/size components.

I use the number of your armor:
Armor A: size = 1, struct = 10
Armor B: size = 10, struct = 50
Armor C: size = 100, struct = 250

.............Armor.................Comp........... ....Ship(total)
S480-A: 100x10kt (1000kt) 30x10kt (300kt) 1300kt
S480-B: 10x50kt (500kt) .. 30x10kt (300kt) 800kt
S480-C: 1x250kt (250kt) .. 30x10kt (300kt) 550kt

I shoot 50kt shoots, up to 6.

Would that be a realistic test for you?

And yes it is possible to calculate even with randomness But you know mathematics

[ May 23, 2003, 08:50: Message edited by: StarBaseSweeper ]
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  #190  
Old May 23rd, 2003, 09:29 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Most components are 10kt/10hp. Why don't you just use normal-type components to get more accurate results?

What would be really good to know is what effect adding a 100 kT leaky armor that has half the hp/kT ratio of the heavy armor would have to Adamant (heavy armor has 1/2 the hp/kT ratio of light armor). Would a BB with this "ultra" armor be significantly stronger than a BB using an equal tonnage of heavy armor?

[ May 23, 2003, 08:32: Message edited by: Imperator Fyron ]
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