Host 192 Test

Page 2 - Seeking answers? Join the Tom's Hardware community: where nearly two million members share solutions and discuss the latest tech.
Archived from groups: alt.games.vgaplanets4 (More info?)

>> Base ION Cannons use 10 ord per shot, instead of just 1 ord
>
>Actually they never even used that 1 ord, another bug.

And I always wondered if base shields really did use 10 fuel / turn, but
with all he fuel transfers on your homeworld every turn, I never bohered
trying to work it out.

By the way, I have been playing VGAP4 since 1999 and have never bothered
building a base shield. Even less reason to do so now.
--
Paul Honigmann
 
Archived from groups: alt.games.vgaplanets4 (More info?)

Fighter gain more teeth.
Kamakasi Fighters
Perhaps their should be for certain races, the ability to become like
"Gods of the Wind" allowing suicidal charges...
>Commander Sinclair - Battle of the Line
"If I die, I'm going to take some of you bastards with me!"

Obviously Dreadnoughts, heavy cruisers and up get higher PD firing rates
"VS fighters"... This could be attributed to a much higher skill level
found on fleet flagships and combat decorated vessels... and a much
higher amount of staffing rotation to decrease battle fatigue.

Exotics - Nothing is ever assured, otherwise it becomes boring. Combat
is chaos, nothing should always work flawlessly.


IMO - Ships with a high mass displacement should have a corresponding
"toughness" factor. i.e. shots to armour/structure are only 3/4 or 1/2
as effective due to multiple reduntancy systems.

New idea (sorry, couldn't help it) - each races has a "dice" factor that
can be employed in battle or in general economics, dependant on what
type of race they are.
Example, your standard romulan 3 super spy network could be put on 3
darkwings that increase there cloaking and behind lines sabotage.
e.g. Hero's like Commander Adama for CoM or Luke Skywalker for the Rebs
can act in certain battles, like "A Rebel Hero has lead 2 squadrons of
X-Wings against a Super Star Destroyer, heavily damaging it in an
ambush" or "Commander Adama has given our CoM forces a strategic
advantage by positioning the fleet against the Cylon Menace" (increased
PD fire for all vessels or something)

Essentially, putting the X factor back in the battle and behind the scenes.

cocomax wrote:
> I need some testers to test a new host, the combat code should be
> better. Objects have been slowed down so they are not jumping all over
> the place.
>
> The new host sits at:
> http://homepage.mac.com/ti2gr/.Public/host192.exe
>
> New stuff included:
>
> Exotics like energized sand and sand shields no longer are 100%
> effective.
>
> Sand Casters toned down in power against fighters.
>
> A bad ship transporter error was fixed.
>
> Glory Device only BBQ's 15,000 worms a blast.
>
> Spice producion by worms reduced.
>
> Base ION Cannons only work if the shields are turned off.
>
> Base ION Cannons use 10 ord per shot, instead of just 1 ord
>
> The bug that causes robot fighters to vanish has been fixed.
>
> Ships with a hull mass over 690 have improved PD systems, ships with a
> hull mass over 1200 have an improved PD system and ships with a hull
> mass over 1800 have an even better PD system
>
> Comments welcome.
>
> Tim
>
 
Archived from groups: alt.games.vgaplanets4 (More info?)

Nameless wrote:
>
> It is actually very humeruos to consider that the viper seems to have
> at least an equal hitting probability as the Ahir - eventhough the
sum
> of attack rating and beam accuracy is 100 points higher on the
Ahir...

Moreover the rutzi seems to be as good as hitting anything as about all
other fighters - attack rating and beam accuracy are now more or less
meaningless (as I suspect is evasive and missle accuracy).

And seeing in which direction a few changes are going, with all these
care and thoughts beforehand as to the effects the changes might have,
I get the feeling that I should let the rest of the community sort
these things out and be quiet for a few months.

In any case I will not look further into the combat logic or any other
things done in the new test hosts (whether already released or not).
 
Archived from groups: alt.games.vgaplanets4 (More info?)

"Second Wave" is now less useful because there is a problem with the
ship movement within VCR. It prevents ships clumping and targeting their
victim en masse; their battle commands are overridden by an unnatural
desire to race to the planet at the centre of the screen and they forget
their orders until they reach it.

This will impact Swarms. It removes one of their options.

Example: 5 Ill Winds can kill 1 T Rex UNLESS they use "Second Wave".
Despite the Ill Wind fleet costing twice the T Rex's mc, they are
vulnerable if they use 2nd wave because when they arrive on the VCR
field of battle, they initially head for the planet in the middle, not
the Dangerous Target they were meant to. Meanwhile the T Rex has reached
the planet already and "broken the spell" and is now free to move where
it likes. It begins dancing around and shooting at the Ill Winds who
still head towards the planet at the centre, but in a less organised
way, breaking formation slightly as the big ship fires on them and
coming into T Rex range one by one. So they die. Only one shoots back at
the T Rex at a time.

Whereas if they are on First Wave, both they and the T Rex head for the
planet first (again) but arrive at the same time, so the Ill Winds are
clumped tightly and kill the T Rex in 350 ticks.

We need an option - "ignore planet" 8)
--
Paul Honigmann
 
Archived from groups: alt.games.vgaplanets4 (More info?)

Gabor Törö wrote:
> I once (lost after rebuilding the pc) owned the piece of code which
caculated the odds for pds to hit fighters. Like it was there
> (incredible high odds to hit fighters) I guess it is the same for
the fighters odds to hit a target. There seems to be an
> "overflow" in the odds which produced at any stats odds much to high.
Probably over 1 which are then all cut to 1. No differences
> between different fighters then...
>
> GFM GToeroe
>

Well if that would be the case, the fighters would hit much more often
the target (and I recall a different behaviour and hitting probability
from the year 2003).
The thing is that if ie. just take the sum of the rutzies attack rating
and the beam accuracy it is just 35 - of the Ahir it is 180. If we now
substract 100 points for the evasive rating of the Loki with the
evasive ets - the chance to hit would be negative for the rutzie (it
still hits about 10 % of the times - of course sometimes more sometimes
less), the Ahirs on the other hand hit with about the same probability.
And yes for the othe fighters it was not different.

And no that is no overflow, since the stats simply did not matter.

Similiar does it look with PDs of ships shooting on fighters, with the
sxception that the pds did always hit.
 
Archived from groups: alt.games.vgaplanets4 (More info?)

The IC is more effective on much larger ships than the Quitesses.

The Quiteess mass is small enough that it keeps getting knocked back by
the 100 ICs keeping the ICs from doing any damage. (But also preventing
the Quitess from doing damage to the base)
 
Archived from groups: alt.games.vgaplanets4 (More info?)

Paul wrote: ; their battle commands are overridden by an unnatural
desire to race to the planet at the centre of the screen and they
forget
their orders until they reach it. "

I'd like to see this gone too. I mean it's honourable to go and salute
your enemies at the centre of the battle field and all but to be
honest, it's a bit too civilised for my taste. =)

Skies
 
Archived from groups: alt.games.vgaplanets4 (More info?)

I once (lost after rebuilding the pc) owned the piece of code which caculated the odds for pds to hit fighters. Like it was there
(incredible high odds to hit fighters) I guess it is the same for the fighters odds to hit a target. There seems to be an
"overflow" in the odds which produced at any stats odds much to high. Probably over 1 which are then all cut to 1. No differences
between different fighters then...

GFM GToeroe

"Nameless" <unknown_ai@web.de> schrieb im Newsbeitrag news:1113501121.885105.254240@f14g2000cwb.googlegroups.com...
> Not really tested anything with the new host yet except for a few
> fighter ship battles.
> And then how do you compute the fighter hitting the ship probability.
> There seems to be a small problem with this.
>
> It is actually very humeruos to consider that the viper seems to have
> at least an equal hitting probability as the Ahir - eventhough the sum
> of attack rating and beam accuracy is 100 points higher on the Ahir...
>
 
Archived from groups: alt.games.vgaplanets4 (More info?)

With Diplomat:

Quietus (1SC1BC2PPC) with attack ground against 100 IC base. Both sides fire a bit against each other nothing really serious
seems to happen and the vcr stop suddenly at tick 325 without a winner.
The same but with attack ground off: vcr lasts till tick 3750. The Qietus leaves the floor with 26% shields.

If IC are really this harmless then we can kill them at all.

GFM GToeroe

"cocomax" <cocomax@aol.com> schrieb im Newsbeitrag news:1113455563.475203.189950@f14g2000cwb.googlegroups.com...
> I need some testers to test a new host, the combat code should be
> better. Objects have been slowed down so they are not jumping all over
> the place.
>
> The new host sits at:
> http://homepage.mac.com/ti2gr/.Public/host192.exe
>
> New stuff included:
>
> Exotics like energized sand and sand shields no longer are 100%
> effective.
>
> Sand Casters toned down in power against fighters.
>
> A bad ship transporter error was fixed.
>
> Glory Device only BBQ's 15,000 worms a blast.
>
> Spice producion by worms reduced.
>
> Base ION Cannons only work if the shields are turned off.
>
> Base ION Cannons use 10 ord per shot, instead of just 1 ord
>
> The bug that causes robot fighters to vanish has been fixed.
>
> Ships with a hull mass over 690 have improved PD systems, ships with a
> hull mass over 1200 have an improved PD system and ships with a hull
> mass over 1800 have an even better PD system
>
> Comments welcome.
>
> Tim
>
 
Archived from groups: alt.games.vgaplanets4 (More info?)

The QCC wasn't knocked back.

And a new test host host193 and an ACB and a 100 IC base showed a similar effect:
While the SCB is firing on the base lot's of times and probably inflicting great damage the 100 IC sratching only the surface of
the ACB's shieleds.

500 IC are only to nearly take out the shields. So what is the use of them now? They make so little damage that keeping shields
always is the better way.

<joncnunn@yahoo.com> schrieb im Newsbeitrag news:1113580497.069939.187250@z14g2000cwz.googlegroups.com...
> The IC is more effective on much larger ships than the Quitesses.
>
> The Quiteess mass is small enough that it keeps getting knocked back by
> the 100 ICs keeping the ICs from doing any damage. (But also preventing
> the Quitess from doing damage to the base)
>