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October 5th, 2006, 06:38 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: Ineffectual PDC for multiple ships: Solution
Actually it quarters the reload time, going from 2 seconds to 1/2 second per shot. I think the PD problem may be another manifestation of a known problem. The problem being, that when only one target is availible (ie in range), *all* weapons will completely unload at it. Even though more targets may be in range shortly.
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October 5th, 2006, 08:25 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
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Re: slow colonization by AI
Quote:
dmm said:
I am beginning to wonder if Aaron is an AI. (And if so, can we mod him?)
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LOL!
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October 5th, 2006, 09:36 PM
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Lieutenant General
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Join Date: Nov 2002
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Re: slow colonization by AI
I don't understand: do the results of a battle change depending on the speed at which you run the combat? I thought that the time rate increase / decrease controls should affect everything in the battle equally, so that the outcome should be the same, you just watch it happen quicker or slower. So that's not how it works? What's really going on, do missiles and beams stay the same speed while ships move faster or slower?
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October 5th, 2006, 09:40 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: slow colonization by AI
They SHOULD, but they don't. Everything moves the same relative speed, but the targeting for weapon fire doesn't work quite right, resulting in more misses at higher speeds.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 5th, 2006, 10:37 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Ineffectual PDC for multiple ships: Solution
Quote:
that when only one target is availible (ie in range), *all* weapons will completely unload at it. Even though more targets may be in range shortly.
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How was this handled in SEIV?
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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October 5th, 2006, 11:00 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: Ineffectual PDC for multiple ships: Solution
In SE4 all weapons except seekers hit their target instantly (in SE5 all weapon projectiles including beams have travel time), and fired sequentially (ie one after the other) until the target was destroyed.
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October 5th, 2006, 11:06 PM
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National Security Advisor
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Re: Ineffectual PDC for multiple ships: Solution
And seekers did exibit the overkill effect, especially against planets.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 5th, 2006, 11:28 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: Ineffectual PDC for multiple ships: Solution
I was hoping to see if increasing the beam/bolt projectile speed, in the hopes of making them basicly instant-hit, would help any. Unfortunately the demo won't allow it.
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October 5th, 2006, 11:34 PM
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National Security Advisor
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Re: Ineffectual PDC for multiple ships: Solution
It helped in Starfury, except when you increased the speed too high the projectiles had a tendancy to randomly explode.
No, I have no idea why either.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 6th, 2006, 05:26 PM
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Lieutenant Colonel
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Join Date: Dec 2000
Location: DC Burbs USA
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Re: SE5 Demo Bug Reports & Annoyances/Requests
Is it just me, or is everyone getting 100% CPU usage at the game setup windows? I played with the display driver/memory settings and was able to get the kernel time down, but the usage stays pegged at 100%
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Think about it
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