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June 10th, 2002, 05:24 AM
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Corporal
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Multi tracking Problem?
Could someone double check this for me.
Using 1.49,
Wanted to make a base with lots of repulsor beams to play keep away, since with the massive mount, no ship would be able to get in for a hit. Anyway, I put 5 of them on the base, cause that's the most the tracking will target per turn, but the base shoots only one target per turn, not five.
I tried the same thing with the wormhole beam, and same deal. After, I put some weapons on the base to see what was going on, and I think I figured out something.
The tracking doesn't change targets until that target is destroyed. By pushing the target out of range, no other weapons will fire that turn.
Someone please check this, cause that really needs to be fixed.
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June 10th, 2002, 05:32 AM
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Corporal
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Re: Multi tracking Problem?
Yeah, I seem to recall having similar trouble with a base I designed somewhere.
I think all the repulsor beams were trying to shoot at the same target. Now that I think about it, it is probably because the targeting preferences say to target ships until they are 100% damaged. If you were to set that lower (say 10 or 20%) then maybe the base would split its fire more equally.
Of course, then it might not destroy things properly Still, you can't have everything right?
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June 10th, 2002, 05:43 AM
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Corporal
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Re: Multi tracking Problem?
Ok, I'll try messing around with the options to see if I can get it working properly . . .
Nope, tried lots of stuff but it aint working.
[ June 10, 2002, 04:52: Message edited by: Lupusman ]
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June 10th, 2002, 09:25 PM
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Re: Multi tracking Problem?
Sadly enough you cant likely do the thing.
There is something hardcoded about multiple targetting targetting.
I've tried a strategy that should do it (target nearest, weapons, no weapons, largest) with 10% of damage to ships/planets/fighters/sats.
Does not work.
STILL.
If you put a lot of repulsers (24 in my situation) it WILL fire twice... it seems that it calculates WeaponsPerTarget=TargetTonnage/WeaponDamage
This way light cruiser (the ship it was) and H. mount repulser:
400/20=20. and so it did - fired the first one, the later 19 were left unfired and 21th shot another target.
This is bad and there should be an option "fire once per target"
EDIT: forgot to say that if it is a defensive base and a Battle Station or above you would not probably need more than one repulser - a range of 20 per target per turn is quite deadly.
Wait. It would repulse it and then just stop firing! no way!
[ June 10, 2002, 20:26: Message edited by: Taera ]
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June 10th, 2002, 09:31 PM
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General
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Re: Multi tracking Problem?
You mean, the AI should be smart enough to recognize that the trator and repulsor beams are different from other damage types and only fire them at a given target until one hits. There's no need for an 'option' since it's only that specific damage type that needs to be treated differently.
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June 10th, 2002, 09:35 PM
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Lieutenant Colonel
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Re: Multi tracking Problem?
I don't have a chance to test this now...
But what if you layer the weapon order in the design? Does it show up layered in the Tactical window? If so, does it multiplex better?
Normal Weapon design order: type 1 (4 each), type 2 (4each), type 3....etc.
Layered Weapon design order: type 1 (1ea), type 2 (1ea), type 3 (1ea), type 1 (1ea), type 2 (1ea), type 3 (1ea).... etc.
[ June 10, 2002, 20:36: Message edited by: Wardad ]
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June 10th, 2002, 09:54 PM
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BANNED USER
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Re: Multi tracking Problem?
Is it correct that all of the weapons of one type will fire at the same target despite Multi Plex tracking?
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June 10th, 2002, 10:44 PM
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Corporal
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Re: Multi tracking Problem?
I'm really surprised no one picked up on this before. (I did a search and found no previous discussion. Should have done it before I asked the question.) Anyway, I guess if it did work, it would be a bit annoying to the attacker, to the point of being unfair even.
Imagine, a super base with talisman, engine burners, and repulsers that worked properly. That's one hell of a locked door!
One way to produce the desired result would be to build a bunch of bases with only one repulser beam each, and minimal components to keep the cost down. Bit of a waste though.
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June 10th, 2002, 11:47 PM
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Shrapnel Fanatic
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Re: Multi tracking Problem?
That could be countered with long range weapons, like Wave Motion Gun, Mental Singularity Generator, etc.
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June 10th, 2002, 11:51 PM
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Re: Multi tracking Problem?
Quote:
Originally posted by The High Gryphin:
Is it correct that all of the weapons of one type will fire at the same target despite Multi Plex tracking?
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I did read a complaint in one post, for ships weapons, that one may go unused before multiplexing happens.
ex. 1 SD fires, 2nd one doesn't, 3rd one fires on next target.
I just build smaller ships, BC largest, and don't have room for a multiplex target unit that does not work well. I mostly play the AI, and don't have much use for static defenses like bases.
[ June 11, 2002, 00:05: Message edited by: Wardad ]
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