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View Full Version : Max values for "Combat To Hit Offense Plus"


Soulfisher
June 21st, 2003, 11:47 AM
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
June 21st, 2003, 12:05 PM
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.

Will
June 21st, 2003, 07:56 PM
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 http://forum.shrapnelgames.com/images/icons/icon10.gif

Will
June 23rd, 2003, 12:00 AM
*bump*
Anyone know if I'm right on this one?

Fyron
June 23rd, 2003, 04:00 AM
It is certainly not 255, or I am a no good son of a Phong. http://forum.shrapnelgames.com/images/icons/icon12.gif

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.

Soulfisher
June 24th, 2003, 11:52 AM
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.

Fyron
June 24th, 2003, 07:15 PM
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.

Suicide Junkie
June 24th, 2003, 07:41 PM
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.

PvK
June 30th, 2003, 09:03 PM
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

Fyron
June 30th, 2003, 09:09 PM
SJ is correct, it does not take into account the enemy's racial combat bonuses.

Scipio
June 30th, 2003, 11:05 PM
What does the Talisman really does:
1. +100%
2. boost to 100% which can be modified by some other things again (storms)
3. 100% to hit unchangeable.

I guess 3 but I am not sure.

Fyron
June 30th, 2003, 11:07 PM
Absolute 100% guaranteed chance to hit. No possibility of missing.