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January 21st, 2007, 03:25 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: SEV Beta History starting V1.0
Latest info:
1. Fixed - Ships were launching too many fighters in a combat replay.
2. Fixed - Not all fighters launched were showing up in the combat replay.
3. Fixed - The Combat Replay would sometimes show double damage from weapons.
4. Fixed - Improved some of the choppy movement of units.
5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and it will not skip that section entirely when applying damage.
6. Fixed - Script function "Sys_Can_Facility_Be_Upgraded" was not working.
7. Fixed - AI was not upgrading its facilities correctly.
8. Fixed - Improved AI purchasing of vehicles.
9. Added - Script function "Sys_Get_Facility_ID".
10. Added - Script function "Sys_Get_Highest_Facility_Level".
11. Added - Script function "Sys_Get_Planet_Physical_Type".
12. Added - Script function "Sys_Get_Planet_Atmosphere_Type".
13. Fixed - Improved AI selection of Colony Ships to construct.
14. Fixed - Improved AI selection of attack system.
15. Fixed - Resupply At Nearest order would sometimes send you to a place which had ordnance but no supply.
16. Fixed - Ai would sometimes gives its fleets the same ID number.
17. Fixed - Builtin script function "reallist_set" was not working.
18. Fixed - Component information should show on the Design report when looking at Enemy Designs in the Designs window.
19. Fixed - When a non-owner views a vehicle design report, the "Obsolete", "Maintenance Cost", and "Strategy" should not show even in combat.
20. Changed - Increased the happiness for planets when their ships are in the same system or sector.
21. Fixed - AI was not sending ships to planets when they were rioting.
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.
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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
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January 21st, 2007, 01:13 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: SEV Beta History starting V1.0
Quote:
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.
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Rulez!
/me types runturns 65535 and anticipates the Skynet.
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January 22nd, 2007, 12:37 AM
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Corporal
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Join Date: Apr 2004
Location: Adelaide, Australia
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Re: SEV Beta History starting V1.0
Quote:
President_Elect_Shang said:
Latest info:
5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and it will not skip that section entirely when applying damage.
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Just wondering what exactly that means, if you set it to zero or below, it'll still damage the armor or shield sections? If that's the case, why set it to zero or below at all?
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"They are a dying people. We should let them pass."
"Who, the Narn or the Centauri?"
"Yes."
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January 22nd, 2007, 03:10 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SEV Beta History starting V1.0
Previously, a damage percent of zero would mean that the armor is skipped.
If you want to skip armor, that is what penetration percent = 100 is for.
Damage percent zero should mean zero damage taken. (And now it does)
As far as hardcode changes, this implies only a removal of the special case checks, and lets the mathematics be free.
Practical example:
Start with the incident damage points from a weapon.
Split it into Penetrating and Absorbing portions...
Penetration = Damage * penetration percent
Absorbed = Damage - Penetration
EG:
Given a 50 damage weapon.
100% penetration = 0 points to the armor, 50 points skip to the hull.
50% penetration = 25 points to the armor, 25 points to the hull
0% penetration = 50 points to the armor, 0 points to the hull.
Logically then,
200% penetration = -50 points to the armor, 100 points to the hull
-100% penetration = 50 points to the armor, -50 points to the hull
Then, apply the damage percent:
Eg:
HP = HP - Absorbed * damage percent
If HP<0 then penetration = penetration -(HP / damage percent)
// If armor is destroyed, overkill damage becomes penetrating damage
50 damage points absorbed by armor means...
200% damage = 100 HP lost.
100% damage = 50 HP lost.
50% damage = 25 HP lost.
0% damage = 0 HP lost.
-100% damage = 50 HP regained.
Finding a use for the options is up to you.
For example, "antimatter armor"
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Against "physical" damage type, it has a penetration percent of 200, and a damage percent of -100
Thus 50 damage worth of DUC projectile means 100 damage to the hull, and 50 damage to the armor. (Atomic KABOOM!)
Against an Antiproton Beam, doing "antimatter" damage type, it could have a penetration percent of zero and a damage percent of zero. Making the ship immune to APBs until the armor is destroyed by other weapons.
Also consider a Fantasy mod.
Fire damage vs Fire armor could have a penetration percent of 5, and a damage percent of -100.
Thus a 20 points fire spell would deal 1 damage to the target, and boost the hitpoints of the target's armor by 19 points.
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January 22nd, 2007, 03:20 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: SEV Beta History starting V1.0
All of these files and scripts are way over my head... I am either to old or to stupid to try and figure them all out.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 22nd, 2007, 04:35 AM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
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Re: SEV Beta History starting V1.0
Gee do I feel like a 486 right now, I'm still learning how to script SE4 and to all the modders out there I wish you the best of luck to making a mod that works (the A.I. can use all the new stuff that you put in) this is going to be the year of learning and I just wanted to say thanks to all of you.
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January 22nd, 2007, 07:21 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: SEV Beta History starting V1.0
It's not that hard if you sit down and read it step by step...
if youve looked at aarons forumlas... well, just don't go there, they are not easy to follow. there are far simpiler ways to write them (the weapon damage at range formuas)
Have you tested these now SJ? does negitive damage *fix* broken components/armor and/or add more hitpoints to them? or does it get ignored alltogether?
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January 22nd, 2007, 11:15 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: SEV Beta History starting V1.0
I thought I would go nuts when I first sat down to look over modding SE5. After a while you just sort of start to see the patterns. Once you see it you can shape it into what you want. I am still stretching to shape new things. That has always been my problem/challenge though. Once I learn I can start to recombine and create fusions but I can't seem to create novel new ideas. Anyway I'm drifting, modding isn't so hard once you invest some time. I think what will keep our numbers low in the first year or so will be (a) the lack of info for learning and (b) the shock you get when first look under the hood.
Now about those negative values. You can't give a component more HP than it had to start with so I am assuming additional are lost. How about trying to mod a component that will absorb those points rather than lose them. A form of capacitor maybe? One type for armor slots and one for internal slots would make for an all new strategy. A new line of weapons to knock the capacitors out by giving them an AI Tag then have the weapon target only that. Make the capacitors large and costly... What ability would you need to absorb the surplus HP? I have maybe one idea but would need to look it up.
On the fantasy example you gave SJ. I understand you were giving an example but when I read it I couldn't help think of Avatar and wonder what a mod based on it would be like. 
__________________
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
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February 7th, 2007, 04:00 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
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Re: SEV Beta History starting V1.0
Quote:
29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are.
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Suck it, Talismen!
(yes, I've had better posts. It's been a while - and my RAM blew out so I can't play  )
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February 7th, 2007, 12:36 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: SEV Beta History starting V1.0
That's just a "feel good" change. For gameplay purposes, you should play like 1% = 0% and 99% = 100%. I have always thought that if someone feels much better about a 1% chance than a 0% chance, then I'd like to play some Texas Hold'em with them sometime.
edit: and DARN IT! I was hoping for info on the next patch.
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