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  #11  
Old February 14th, 2007, 01:21 PM

Tnargversion2 Tnargversion2 is offline
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Default Re: Weapon Ranges

Quote:
Suicide Junkie said:
Just as a note:
If the missile ships have time to turn and move off, the direct-fire ships will never catch up. Given equivalent tech, both fleets will be the same speed, after all.

At least not until they reach the edge of the combat map, and even then, you have to worry about retreat and/or circling.
I guess what I am trying to explain is that with the weapon ranges so close in range, that by the time the long range seeker vessels fire and then start to turn to run the direct fire vessels are already within range. Sure the seeker weapons get off the first shot, but that is it before the enemy has closed and is pummeling the seeker vessels that are frantically now running for their lives.

The combat map is large, or seems large, it would be interesting to see vessels lobbing long range missiles from one end of the tactical map with a significantly large range circles at a fleet of beam vessels on the other end trying to close and get within range.
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  #12  
Old February 14th, 2007, 02:45 PM
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Default Re: Weapon Ranges

How does this work in with the individual weapon ranges? Well I am not to sure what the Short and Medium range entries are for. I have at least one suspicion; that for the ease of modding it would have controlled a blanket type to-hit formula. So if the target was short range the short range formula would have been used. Something to that effect, I have never asked but maybe one of the other Beta testers have. The Long range is the controller for the max range of any weapon. So you can set a weapon that will target in at 350 but if the Long setting is 300 the weapon will wait till 300 to engage. This is also how the weapon range formula (you can use SE4 style range entries) marries up with this setting.

Having the beam and missile weapons target in at about the same range is irritating to me also. The SFTC-Lite and SFTC had both addressed this issue.

Finally having the ships lob across the map is not possible unless you shrink the size of the combat map. Which is line 432 "Space Combat Map Radius". Otherwise max weapon range can be set at 500 and max combat map size at... uh I really don't know. The SFTC and SFTC-Lite use 2,500 size maps so there is plenty of maneuvering space between fleets armed with my long range missile weapon and or spinal weapons.

Did I cover all your questions? If not just ask again and I will be happy to help in any way.
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  #13  
Old February 14th, 2007, 04:08 PM

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Default Re: Weapon Ranges

As far as I can tell, ranges in settings.txt are used to determine which ranges are short, medium and long for the strategies. They don't affect weapon range at all.
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  #14  
Old February 14th, 2007, 04:21 PM

Tnargversion2 Tnargversion2 is offline
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Default Re: Weapon Ranges

Quote:
President_Elect_Shang said:


Having the beam and missile weapons target in at about the same range is irritating to me also. The SFTC-Lite and SFTC had both addressed this issue.
Thank you for responding PES, If I may ask, which files did you specifically moddify to address these range issues in your mods. More specifically, which lines did you change and how did you change them. Just an example would work, I'll try and figure out the rest from there.
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  #15  
Old February 14th, 2007, 05:38 PM
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Default Re: Weapon Ranges

@P-D: Good point, I never thought about it being called on for that reason. It sounds logical.

@TV2: The SFTC and SFTC-Lite are complete conversion on the SE5 game. All new everything from the infrastructure to the components to the planet capacities. Nothing much from Stock SE5 remains and what little still does will be tossed out the window as I continue work. So the short answer to your question is... I tossed out all the Stock components including weapons and built in my own. If you would like to take a look I would be more than happy to provide a copy. I used to have it posted here but pulled it when it became clear no one was going to help with testing. By pulling it that released me from any obligations toward updates.
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  #16  
Old February 19th, 2007, 05:19 PM

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Default Re: Weapon Ranges

Quote:
President_Elect_Shang said:
@P-D: Good point, I never thought about it being called on for that reason. It sounds logical.

@TV2: The SFTC and SFTC-Lite are complete conversion on the SE5 game. All new everything from the infrastructure to the components to the planet capacities. Nothing much from Stock SE5 remains and what little still does will be tossed out the window as I continue work. So the short answer to your question is... I tossed out all the Stock components including weapons and built in my own. If you would like to take a look I would be more than happy to provide a copy. I used to have it posted here but pulled it when it became clear no one was going to help with testing. By pulling it that released me from any obligations toward updates.
If you don't mind I would like to take a look at your two mods. I don't know what is easier, posting here or via email. I will send you an PM with my email address.

Thanks
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  #17  
Old February 20th, 2007, 04:41 AM
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Default Re: Weapon Ranges

Quote:
President_Elect_Shang said:
I used to have it posted here but pulled it when it became clear no one was going to help with testing. By pulling it that released me from any obligations toward updates.
Sorry haven't had time...
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  #18  
Old February 20th, 2007, 08:18 PM

Tnargversion2 Tnargversion2 is offline
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Default Re: Weapon Ranges

Thanks PES, I will take a look at it tonight.
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