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  #361  
Old December 15th, 2003, 09:14 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Since weapon platforms are destroyed completely random there's practically no risk to lose your command center.

Example (otherwise you won't believe ):
1 fully armored command center platform: 22000 HP
platform with weapons and armor: 6700 HP

Assume the planet is bombarded with global death ray in heavy mount, 750 damage. After 8 shots the weapon platform can be destroyed so the rest of the shots must hit to command center. That means 22000/750 - 8 = 22 consecutive shots must hit to command center. Each hit has 50% probability to hit command center, which means it's 0.5^22= 0,000023% likelihood that command center is destroyed first. And that's the best case, if there is 10 weapon and one command platform the odds are even smaller. And if the weapon does less damage than 750, like most of weapons do, the odds are again even smaller.

So do you still think it's significant risk?
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  #362  
Old December 15th, 2003, 10:18 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I think you misunderstood significant risk. I did not say huge risk, I said that the risk is significant enough to be meaningful.

Also, keep in mind that WPs do NOT take partial damage. All damage gets built up until a shot randomly selects a WP that has enough damage built up to destroy it. You do NOT need 22 consecutive hits against it to destroy the Command Center WP.
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  #363  
Old December 15th, 2003, 10:36 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

0,000023% means if you do 4.3 million attacks it's one time when command center is destroyed before the weapon platform. You really think that's meaningful?

Quote:
Also, keep in mind that WPs do NOT take partial damage.
Did you even read what I wrote? You DO need 22 consecutive hits to command center or the weapon platform is destroyed first. After 8 shots there is so much damage built up so the ninth shot will destroy the weapon platform, so it must hit to the command center. After that EVERY shot must hit to command center until there is enough damage built up that it's destroyed. If only one of those 22 shots hits to weapon platform it's destroyed first.
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  #364  
Old December 15th, 2003, 10:52 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
Maybe I will just give the WP "hulls" a built-in CS bonus. 10% per level sound good?
Sounds good. Are you going to remove the mount accuracy bonus? I think you shouldn't, weapon platforms have usually great difficulties to hit ships.
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  #365  
Old December 15th, 2003, 11:12 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

If only computers actually made real random calculations...

I do not plan to remove the to hit bonus of WP mounts.
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  #366  
Old December 16th, 2003, 02:03 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.13.22 released!

Files Altered: CompEnhancement.txt, VehicleSize.txt
1. Added - Weapon Platforms get a +10-40% bonus to hit.
2. Added - Added Orbital Fighter Reactor Mount.
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  #367  
Old December 16th, 2003, 02:13 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
WPs are actually hit in random order. However, each shot hits a new random WP. The damage all builds up as one sum and adds to each new shot until enough is done to destroy the WP that was randomly selected. WPs with fewer HPs tend to be destroyed before those with more HPs because the chance of enough damage having been accumulated to destroy one is greater than against a tougher WP. But, there is no gaurantee.
Oh, looks like I'll have to change my strategy then... for my command centers I was building small WP's filled with enough armor to make sure they have more HP than the most HP of any WP, but looks like I'll have to build the largest WP's possible!
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  #368  
Old December 16th, 2003, 02:21 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Ed Kolis:
Oh, looks like I'll have to change my strategy then... for my command centers I was building small WP's filled with enough armor to make sure they have more HP than the most HP of any WP, but looks like I'll have to build the largest WP's possible!
Yep. If the command center has two or three times more HP than other platforms there's almost no risk to lose it before other platforms.
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  #369  
Old December 16th, 2003, 07:38 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Note that I have expanded the Help documentation for the mod on its website:

http://adamant.spaceempires.net/help/

These will be in the next major release of the mod.

What suggestions do you have for new areas that could use a help file on?
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  #370  
Old December 16th, 2003, 11:28 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
If only computers actually made real random calculations...
Computers random calculations aren't good but still you won't get 22 times the same result when you're randomizing numbers. Even when randomizing only two numbers.
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