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Lonely Systems,Mine Dummies,Virus mounts,AC Chances
I have tested a few ideas, some are from other threads, maybe the results are not new but I would like to know what you think:
1) With WP closing I have separated a system completely from the rest of the empire. The productions of the separated system are still added to the empires treasury, so the transporters obviously do not need WP connection. 2) Empty mine hulls (dummies) to irritate the mine sweepers are worthless. I have launched 95 sharp mines and 95 dummies into the orbit of a planet. A minesweeper with the ability to sweep 100 mines from another empire under my control has obviously done the following: first it swept the 95 sharp mines, then 5 dummies, because after the action there were 90 dummies left in orbit. 3) Test of Computer Virus mounts. With the normal mount of computer virus III plus a 100 per cent to hit chance (religious talisman) you can destroy every master computer III even at longest range. The other mounts (large, heavy,...) are a waste of place. 4) Allegiance converters have got the per cent chance which is displayed in the range numbers. With the heavy mount e.g. we get chances above 100 per cent, I do not know why, 100 per cent should be maximum. This has nothing to do with the to hit chance, test was with religious talisman also. |
Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
[quote]Originally posted by PsychoTechFreak:
2) Empty mine hulls (dummies) to irritate the mine sweepers are worthless. I have launched 95 sharp mines and 95 dummies into the orbit of a planet. A minesweeper with the ability to sweep 100 mines from another empire under my control has obviously done the following: first it swept the 95 sharp mines, then 5 dummies, because after the action there were 90 dummies left in orbit. Have you tried launching the dummies before launching the sharp mines? Maybe mines are swept in the order that they are laid. |
Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by PsychoTechFreak:
4) Allegiance converters have got the per cent chance which is displayed in the range numbers. With the heavy mount e.g. we get chances above 100 per cent, I do not know why, 100 per cent should be maximum. This has nothing to do with the to hit chance, test was with religious talisman also.<HR></BLOCKQUOTE> Does this mean that the extra mounts are worthless for the Alliegence Converter also? Or is the extra chance somehow helpful? |
Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
For A.S.:
Values over 100% act like 100%. Largemount: AS 1: 100% @ range 1 AS 2: 100% @ range 2 AS 3: 100% @ range 3 -20% chance each square further. Heavy Mount: AS 1: 100% @ range 2, 90% @ range 3 AS 2: 100% @ range 3, 90% @ range 4 AS 3: 100% @ range 4, 90% @ range 5 -30% each square further. Massive Mount: AS 1: 100% @ range 4, 50% @ range 5 AS 2: 100% all ranges AS 3: 100% all ranges. |
Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
Maybe ship and fleet experience and racial modifiers are irrelevant for allegiance subverters too.
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Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Aristoi:
Does this mean that the extra mounts are worthless for the Alliegence Converter also? Or is the extra chance somehow helpful?<HR></BLOCKQUOTE> Yes, I think AS 3 with Heavy Mount is enough, just with range 5 you have a 90% chance, range 1 to 4 is 100%. Massive mount with AS 3 is somewhat a waste of space. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Slaughtermeyer:Have you tried launching the dummies before launching the sharp mines? Maybe mines are swept in the order that they are laid.<HR></BLOCKQUOTE> The order of launching does no matter, I also have observed AI minesweepers at my WP mines. The dummies stay there until the Last mine with a warhead is swept. Maybe I could create an empty warhead to equip my dummies ? |
Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Maybe ship and fleet experience and racial modifiers are irrelevant for allegiance subverters too.<HR></BLOCKQUOTE>That only affects the To-hit chance. Once the shot has hit, only the damage rating matters.
With a Religious talisman, experience means zilch to A.S. weapons. |
Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by PsychoTechFreak:
The order of launching does no matter, I also have observed AI minesweepers at my WP mines. The dummies stay there until the Last mine with a warhead is swept. Maybe I could create an empty warhead to equip my dummies ?<HR></BLOCKQUOTE>If the idea is to make a bunch of cheap mines to overwhelm the mine sweepers, you could put only one warhead in each mine. That would cut the cost down a bit. Geoschmo |
Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Quote:
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Re: Lonely Systems,Mine Dummies,Virus mounts,AC Chances
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Slaughtermeyer:
Are you saying that subverters undergo two checks, the first is whether or not they hit the ship, and the second (done only if the ship is hit) to see if it is subverted? <HR></BLOCKQUOTE> That's (how I understand) it. |
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