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

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #31  
Old January 9th, 2007, 04:20 AM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Bugs ?

One of the big challenges to making this mod progressive (as in SE5 style component progression) was the problem of weapons using different to-hit formulas at different levels. I couldn't get the formulas to step up smoothly. If anyone has ever seen the SF weapon charts they will know what I mean. I have just tested; successfully, level dependent to-hit formulas. Here is a copy and paste for my other modders to look over. You will notice I only did this for a weapon using two formulas. It can be done with more conditions by nesting the to-hit formula in a "Master" iif statement. I can make this mod into a progression style. It will diverge from canon and it is to early to tell how much. For starters tech lines won't be totally dependent on High Tech. For example the Basic Gun is an Industrial 2 tech and the next step up is a High Tech 2 item; two levels removed. With progressive style (SE5 style) you will be able to develop the second and all other levels while you are still at Industrial 2. I am going to try this and hope that all will balance. For example it won't do you much good to develop the higher tech weapons without the larger hulls which is governed by your High Tech level. Also some items, such as Force Beams won't even come open to research until you attain the High Tech level to open the field. Kana, your thoughts please.


Weapon Space To Hit Modifier Formula := 0 + iif(([%Level%] <= 1), iif([%Range%] < 30, 90, iif([%Range%] < 60, 80, iif([%Range%] < 70, 70, iif([%Range%] < 80, 60, iif([%Range%] < 90, 50, iif([%Range%] < 100, 30, iif([%Range%] < 110, 10, 0))))))), iif([%Range%] < 30, 90, iif([%Range%] < 60, 80, iif([%Range%] < 70, 70, iif([%Range%] < 80, 60, iif([%Range%] < 90, 50, iif([%Range%] < 100, 30, iif([%Range%] < 210, 10, 0))))))))

Last thoughts: It isn't just the to-hit formulas that I need to fashion like the above. There are other elements such as damage at range and reload, and supplies used, and blah more, more, more. Also this is not an actual to-hit formula from the mod. Well it is but I copied and pasted then changed the last number to 210 so I could test the bloody thing. So please don't start asking why it looks so funny!
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
Reply With Quote
 

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 06:47 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.