.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
  #1  
Old June 14th, 2005, 07:16 AM
El_Phil's Avatar

El_Phil El_Phil is offline
Major
 
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
El_Phil is on a distinguished road
Default Fire Rate 0

I was playing around with my mod, trying to balance fighter weapons. Due to forgetfullness I set the fire rate of one of the fighter missiles as 0. Running a test in the simulator I found that the fighter could now fire for as long as it had supplies and targets.

Probably people already know this, but it was news to me so I thought I'd pass it on in case someone didn't
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
Reply With Quote
  #2  
Old June 14th, 2005, 09:49 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Fire Rate 0

Are you saying that fire rate 0 is the same as fire rate 1? Or are you saying it can fire multiple times in one round of combat?
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #3  
Old June 14th, 2005, 11:15 AM
El_Phil's Avatar

El_Phil El_Phil is offline
Major
 
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
El_Phil is on a distinguished road
Default Re: Fire Rate 0

Multiple times in one round of combat. As its fighters they don't seem to need multiplexers to fire on multiple targets.

I checked in on normal ships and the multiplex limit still applies, but the weapons can fire multiple times in one round.
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
Reply With Quote
  #4  
Old June 14th, 2005, 11:26 AM
RCCCL's Avatar

RCCCL RCCCL is offline
Sergeant
 
Join Date: Mar 2005
Location: Indianapolis
Posts: 233
Thanks: 0
Thanked 0 Times in 0 Posts
RCCCL is on a distinguished road
Default Re: Fire Rate 0

Well that's not cheating . I suppose though, if you made a weapon with low dam, that mihgt be a cool thing to do. Hmm let me make a possible example.

Name := Death Ray I
Description := Mid range weapon that lays down a continous beam, using all of a ships resources
Pic Num := ??
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 25
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 5
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 2000

There, what do you think?
Obviously scale it down for units.
Think what would happen if the ship had a quantum reactor.

:Edit: Oops, mispelled somehting.
__________________
Guess what color my Orange is!
Reply With Quote
  #5  
Old June 14th, 2005, 11:33 AM
El_Phil's Avatar

El_Phil El_Phil is offline
Major
 
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
El_Phil is on a distinguished road
Default Re: Fire Rate 0

As I remember Quantum Reactors (been so long since I played a mod which included them ) they only fully regenerate the supplies at the end of the turn. So the beam would stop firing when the supplies ran out, then could be started again next turn.


Still for a ship mounted point defence weapon there is potential. With such a weapon you could garuntee you would kill fighter group x, but with limited multiplex you couldn't kill every fighter group.
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
Reply With Quote
  #6  
Old June 14th, 2005, 11:43 AM
RCCCL's Avatar

RCCCL RCCCL is offline
Sergeant
 
Join Date: Mar 2005
Location: Indianapolis
Posts: 233
Thanks: 0
Thanked 0 Times in 0 Posts
RCCCL is on a distinguished road
Default Re: Fire Rate 0

A weapon that has the possibility to destroy a ship in one round of combat is great in my opinion. It only reasons it should have a draw back. Think of it as an all or nothing type of weapon.
__________________
Guess what color my Orange is!
Reply With Quote
  #7  
Old June 14th, 2005, 11:44 AM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: Fire Rate 0

The end of turn thing is only for sharing supplies in a fleet. A ship with a quantum reactor and this weapon would keep shooting without limit until all valid targets within range were destroyed, up to its multiplex tracking limit.
Reply With Quote
  #8  
Old June 14th, 2005, 11:46 AM
RCCCL's Avatar

RCCCL RCCCL is offline
Sergeant
 
Join Date: Mar 2005
Location: Indianapolis
Posts: 233
Thanks: 0
Thanked 0 Times in 0 Posts
RCCCL is on a distinguished road
Default Re: Fire Rate 0

Well there you go..... Another reason alot of mods remove the quantum reactor .
__________________
Guess what color my Orange is!
Reply With Quote
  #9  
Old June 14th, 2005, 11:49 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Fire Rate 0

I'm curious if you have tried this in a simultaneous game. Will the AI continue firing, or does it only shoot once per combat round?
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #10  
Old June 14th, 2005, 11:50 AM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: Fire Rate 0

Or make it ridiculously advanced and expensive. Getting the quantum reactor in Adamant Mod takes a LOOOOOOOOOOOOOOOOOOOOOOOONG time, and actually building it costs 20000 of each resource. Great for special supply ships, 1 or 2 per fleet, but not something you'd want on your primary warship design as is common in stock.
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 05:57 AM.


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