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December 8th, 2006, 02:51 PM
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DamageTypes.txt Knowledge Base
Someone pointed out something new to me over at SEdotNET.
There is a line that says:
Number Of Vehicle Types := 0
Plus if you look at the Damage Application checklist...
3. Find Vehicle Type (default value 100%) -
a. If this is the target vehicle type (or planet) then dmg_amt = dmg_amt * damage percent.
I assume this works alot like the Shield and Armor requirements.
This might be useful in certain circumstances to allow certain weapons to be less or more effective vs different units and vehicles.
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February 10th, 2007, 01:42 AM
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Re: DamageTypes.txt Knowledge Base
When Penetration damage is being applied, Shields are treated as one unit. Armor is NOT.
What does that mean? Say you have a damage type that has 50% penetration of both shields and armor. If your ship has two shield generators and one armor unit (300 HP total), the damage goes like this:
100 damage hit. 50 absorbed by shields, 50 passed to armor. 25 absorbed by armor, 25 passed to internals.
But if you have one shield generator and two armors (300 HP total), it goes like this:
100 damage hit. 50 absorbed by shields, 50 passed to armor 1. 25 absorbed by Armor 1, 25 passed to Armor 2. 12 absorbed by Armor 2, 12 passed to internals.
It only gets worse as you stack on more armor. This applies even if the shield generators are of different types (one Phased and one Normal, for example).
Speaking of shield generators, mixing two different types is a Bad Idea. The shield points are combined into one pool and the LOWEST numbered shield in ShieldAndArmorTypes.txt is used. Armor doesn't have this problem since the armor types aren't pooled- a weapon that skips normal armor WON'T skip Emissive armor if its mixed with regular.
The Emissive ability is also applied to each layer of armor, at the first step. Take that 100 damage hit again:
50 gets through to the armor. Emissive knocks off 10 points right away. 20 damage is applied to the armor and 20 goes to Armor 2. Its emissive ability knocks off another 10 points, so 5 damage is applied to the armor and 5 to the interior. So if the ship had just three Armor components, no damage would get through at all!
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February 10th, 2007, 06:05 AM
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Re: DamageTypes.txt Knowledge Base
The emissive really triggers once for each armor?
Does it work that way for directional/internal armor too?
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February 10th, 2007, 01:19 PM
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Re: DamageTypes.txt Knowledge Base
It does trigger multiple times for internals, with some odd quirks. I have four in a row, top to bottom, hits coming in from the front, 100 damage hits, 10 Emissive ability per comp, 100 HP each.
Start: 40 damage/0/0/0
1st hit: 100/20/0/0 (80 actual damage)
2nd hit: 100/100/0/0 (80 actual damage)
3rd hit: 100/100/90/0 (90 actual damage)
4th hit: 100/100/100/70 (80 actual damage)
The first time, that's what I expected. 100 minus two emissive triggers, 80. Fine. Same with the second- the third comp in the line didn't get hurt because there wasn't enough damage left to spill over. The third time there's only one intact component in the way, so only 10 damage gets removed.
The forth hit..it looks like the Emissive ability is triggering even when the component shouldn't be functioning (i.e. less than 50% HP). I don't think it does that with armor..
I'm not sure if the Emissive ability triggers multiple times with non-leaky armor; all these tests were with damage 100% penetration 50%.
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February 12th, 2007, 03:16 AM
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Re: DamageTypes.txt Knowledge Base
Facilities, weapons and general components all have separate "operational" damage levels...
What does it say in settings.txt?
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February 12th, 2007, 03:20 AM
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Re: DamageTypes.txt Knowledge Base
Same for all three- 0.50
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