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Old March 10th, 2001, 02:11 AM

jc173 jc173 is offline
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Default combat modifiers: stealth armor + ECM?

Once again a question for those with more experience modding. Is only one component for combat to hit defense plus effective per ship or is only one component per family effective? I guess what I'm trying to ask is does stealth armor stack with ECM? I've done a little testing, and it seems that at least at fairly close range for the same distance for one target with ECM and stealth armor and another target with ECM only I got the same to-hit percentages. So would I be correct in assuming that the game engine just grabs the highest bonus for that ability and ignores all others unless that component is destroyed?

My other question is would a component with the combat modifier - system with a penalty affect my own ships? (Trying to model a larget scale barrage jammer)

Last question: Do Combat Movement components of different types stack up?

Any help/suggestions would be appreciated.
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Old March 10th, 2001, 07:04 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: combat modifiers: stealth armor + ECM?

quote:
Do Combat Movement components of different types stack up?


I believe that afterburners would stack, but I'm not sure.

Solar Sails definitely do not stack
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Old March 10th, 2001, 07:12 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: combat modifiers: stealth armor + ECM?

Apparently ECM and stealth/scattering armor do not stack their effects. What we're not clear on is whether they are SUPPOSED to or not. If MM intends the effects to be cumulative this is a bug. What I'd like to see is a defense benefit for being cloaked. Even if they can see you and attack, surely being cloaked affects your defense abilities???

The system combat modifier only affects YOUR ships. You will only hurt your ships, not change your enemy's combat ability by using a negative value. It would be smarter to use it with a positive value and call it a "System Command Center" or something, a military HQ that coordinates combat and makes it more effective.

No, combat movement does not stack. Only the types of components that are destroyed on use (emergency energy, emergency supply) stack their effects. And standard engines, of course.


[This message has been edited by Baron Munchausen (edited 10 March 2001).]
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Old March 11th, 2001, 06:15 AM

Codo Codo is offline
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Default Re: combat modifiers: stealth armor + ECM?

I've been finding that things that provide bonuses to ships do not appear to stack. For my mod, I made an item that gave a ship one extra movement point. It didn't stack with solar sails. I also made another item that gave a ship +10% offense and +10% defense... Defintely did not stack with Combat Sensors and ECM...


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Old March 12th, 2001, 02:56 AM

Tenryu Tenryu is offline
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Default Re: combat modifiers: stealth armor + ECM?

quote:
Originally posted by Codo:
I've been finding that things that provide bonuses to ships do not appear to stack.



You can make certain 'custom' movement effects stack on ships and components.

Look for the thread "Engine per move follies..." by Sinapus, Last post in it was March 5.

An explaination, samples, and some existing and potential problems are discussed there.

Hope it helps. Beware of the files posted by me there. They have been discovered to cause some unintended stupid behaviors by the AI, but they provide samples of a movement stacking scheme/theme that I think works for the most part.
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Old March 12th, 2001, 10:47 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: combat modifiers: stealth armor + ECM?

Obviously, SOME of the movement bonuses already stack; for instance, a ship with Contra-Terrene or Quantum Engines can get the movement bonuses from the engines PLUS the movement bonus from a solar sail. (Although S_J is right, only one solar sail is effective per ship).

It's a little upsetting that ECM and Stealth/Scattering Armor don't stack; but it may explain why ship experience and fleet experience don't appear to stack (even though MM claims they do).
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