.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 21st, 2003, 11:47 AM
Soulfisher's Avatar

Soulfisher Soulfisher is offline
Private
 
Join Date: Apr 2003
Location: USA
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
Soulfisher is on a distinguished road
Default Max values for "Combat To Hit Offense Plus"

Does anyone know what the maximum values for "Combat To Hit Offense Plus" when used in Hull sizes, ship components, and planetary facilities?

Info on "Combat To Hit Offense Minus" would be helpful too. Thanks.
__________________
Soulfisher
Reply With Quote
  #2  
Old June 21st, 2003, 12:05 PM
Soulfisher's Avatar

Soulfisher Soulfisher is offline
Private
 
Join Date: Apr 2003
Location: USA
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
Soulfisher is on a distinguished road
Default Re: Max values for "Combat To Hit Offense Plus"

If this has been asked before, could someone please direct me to the appropriate thread? Thanks. My search for "maximum" didn't find a topic name with any relevance.
__________________
Soulfisher
Reply With Quote
  #3  
Old June 21st, 2003, 07:56 PM
Will's Avatar

Will Will is offline
Lieutenant Colonel
 
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
Will is on a distinguished road
Default Re: Max values for "Combat To Hit Offense Plus"

I am not exactly sure if anyone has ever bothered to find the maximum... most likely, it's 65535 or 255, 16-bit or 8-bit number. This would also most likely be the same for both the `Plus' and `Minus' attributes.

In the game itself, however, the values in the end fall between 1% and 99% (I might be wrong about the 1% `luck' factor). The to-hit is 0% when you're out of range, and 100% if you have the Talisman ability.

Any modders feel free to correct me on any of this, it has been quite some time since I dabbled in any modding
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
Reply With Quote
  #4  
Old June 23rd, 2003, 12:00 AM
Will's Avatar

Will Will is offline
Lieutenant Colonel
 
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
Will is on a distinguished road
Default Re: Max values for "Combat To Hit Offense Plus"

*bump*
Anyone know if I'm right on this one?
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
Reply With Quote
  #5  
Old June 23rd, 2003, 04:00 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Max values for "Combat To Hit Offense Plus"

It is certainly not 255, or I am a no good son of a Phong.

Go test it out with absurd numbers in a test game (do not use the stupid combat simulator, as it is glitchy). Give a 1000 CS and 980 ECM bonus to some ships/components and see what results you get. If you end up with net 20% bonus to hit bonus. Also try 970, 960, 950 ECM.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old June 24th, 2003, 11:52 AM
Soulfisher's Avatar

Soulfisher Soulfisher is offline
Private
 
Join Date: Apr 2003
Location: USA
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
Soulfisher is on a distinguished road
Default Re: Max values for "Combat To Hit Offense Plus"

Fyron: that makes me curious about what the Simulator does wrong ...

I'll try a test game then, when I get some time .... good ideas.
__________________
Soulfisher
Reply With Quote
  #7  
Old June 24th, 2003, 07:15 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Max values for "Combat To Hit Offense Plus"

I do not know what exactly the simulator does wrong, but I do know that the net effect is that results of simulator combat are rarely an accurate reflection of actual combat.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #8  
Old June 24th, 2003, 07:41 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Max values for "Combat To Hit Offense Plus"

One thing is that all of the race modifiers are based on your own population, I believe.

You're playing wargames against your own people in the simulator.
Reply With Quote
  #9  
Old June 30th, 2003, 09:03 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Max values for "Combat To Hit Offense Plus"

No, as long as you use a ship design of an alien race, the simulator will use that race's actual combat bonuses, at least as far as the displayed percent chances to hit go.

Experience and system-wide modifiers are two things the simulator doesn't take into account. However it does seem like it does something wrong at some point, but I'm not sure what it is either.

I think it might be something with using "Auto", or with telling it to resolve the entire combat. Or, it might be that although it displays the correct percent chance to hit when running simulator ships on manual control, the actual resolution of fire is done with some bug in it (like, throwing out the racial mods). I dunno - it could use further testing.

PvK
Reply With Quote
  #10  
Old June 30th, 2003, 09:09 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Max values for "Combat To Hit Offense Plus"

SJ is correct, it does not take into account the enemy's racial combat bonuses.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:23 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.