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

This Month's Specials

ATF: Armored Task Force- Save $8.00
War Plan Pacific- Save $8.00

   







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

Reply
 
Thread Tools Display Modes
  #11  
Old October 30th, 2006, 06:44 PM

tmcc tmcc is offline
Corporal
 
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
tmcc is on a distinguished road
Default Re: Understanding the weapons and balance

Quote:
RonGianti said:

Has anyone had success going with all Missle weapons?


I have had quite a bit of success with all missiles, however you will still need PDC for missile and fighter defense as well as killing satellites + Small DUCs so that fighters will have a ground capable weapon.
Reply With Quote
  #12  
Old October 30th, 2006, 08:15 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Understanding the weapons and balance

Quote:
Raapys said:
Hopefully, Kwokstock will *be* stock in a future patch.
If that's something you're interested in seeing - then be sure to e-mail MM. He reacts best to user feedback.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #13  
Old October 30th, 2006, 10:36 PM

Shadowstar Shadowstar is offline
Sergeant
 
Join Date: May 2002
Posts: 279
Thanks: 2
Thanked 0 Times in 0 Posts
Shadowstar is on a distinguished road
Default Re: Understanding the weapons and balance

Is there a preferred email address to use or just the one from the site?
Reply With Quote
  #14  
Old October 31st, 2006, 01:21 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Understanding the weapons and balance

se5 at malfador dot com is probably the best route.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #15  
Old October 31st, 2006, 01:35 AM
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: Understanding the weapons and balance

RonGianti;

Be sure not to fall into the trap others have, when trying to make a formula for weapon value.

Damage/kt/s is a good statistic to look at, but range, damage type, ammo use, resource costs and more are all important in different situations. These are things you can't evaluate automatically, but must weigh in context to the game situation and enemy strategies.
Reply With Quote
  #16  
Old October 31st, 2006, 02:39 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Understanding the weapons and balance

For the Balance Mod I used a spreadsheet that factor in damage at point blank, optimal, and max range in addition to the usual size, reload rate, and damage amount. I also added factors to account for damage, seeker stats, and accuracy modifiers. I think for the most part it has worked out ok although I've had to make some little changes here and there.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #17  
Old October 31st, 2006, 04:33 AM
AngleWyrm's Avatar

AngleWyrm AngleWyrm is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
AngleWyrm is on a distinguished road
Default Re: Understanding the weapons and balance

What unit of measure is the speed of missiles/bullets? It's usually a decimal fraction around 0.04 ~ 0.06
Reply With Quote
  #18  
Old October 31st, 2006, 04:45 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Understanding the weapons and balance

In game, the seeker speed is multiplied by 1000 to give a speed in km/s - ie. 0.06 = 60 km/s and so on
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #19  
Old October 31st, 2006, 11:10 AM

RonGianti RonGianti is offline
Corporal
 
Join Date: Apr 2006
Posts: 120
Thanks: 0
Thanked 0 Times in 0 Posts
RonGianti is on a distinguished road
Default Re: Understanding the weapons and balance

Quote:
Suicide Junkie said:
RonGianti;

Damage/kt/s is a good statistic to look at, but range, damage type, ammo use, resource costs and more are all important in different situations. These are things you can't evaluate automatically, but must weigh in context to the game situation and enemy strategies.
Good point. On the surface, it may appear that the Capital Ship Missle is the end all and be all of missle weapons. But I noticed there is a torpedo (Quantum, iirc) that does the same damage and costs 1/5 in resources. The CSM has a greater range, true, but in some cases you might want 5 Quantum torpedos instead
Reply With Quote
  #20  
Old October 31st, 2006, 12:56 PM
thorfrog's Avatar

thorfrog thorfrog is offline
Sergeant
 
Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
Thanked 0 Times in 0 Posts
thorfrog is on a distinguished road
Default Re: Understanding the weapons and balance

One problem I have with this game SEIV&V has been with how you only needed to research one or two weapon types and that was it. New weapons should give you an advantage over older weapon. Ex. Musket vs Machine Gun, Machine guns vs missles.

I wish the game weapons worked mote like MOO 1or2. I just hope the aim of the balance mod corrects this. I'd mod it my self but that is just to difficult now.
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 05:55 PM.


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