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

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old May 10th, 2005, 10:20 AM

ExSentinel ExSentinel is offline
Private
 
Join Date: Mar 2005
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
ExSentinel is on a distinguished road
Default DevNull Mod Anti-Fighter Missles

What are the to hit modifiers for Anti-Fighter Missles versus fighters in the Devnull Mod at various ranges? I have been looking but I could not find it anywhere. Any help would be appreciated.
Reply With Quote
  #2  
Old May 10th, 2005, 10:26 AM
NullAshton's Avatar

NullAshton NullAshton is offline
Major General
 
Join Date: Nov 2004
Location: Floating in space.
Posts: 2,297
Thanks: 0
Thanked 0 Times in 0 Posts
NullAshton is on a distinguished road
Default Re: DevNull Mod Anti-Fighter Missles

Missles always hit...
__________________
Hey! I found squirrels!

Vala - "The last time I was this bored, I took hostages!"
Reply With Quote
  #3  
Old May 10th, 2005, 11:08 AM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: DevNull Mod Anti-Fighter Missles

Though they are called "anti fighter missiles", they are really just regular Point Defense. The to hit bonus starts at +80 for level 1, and goes up by +10 each level.

The line you want to look at is in the component.txt data file:

Weapon Modifier := 80
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
  #4  
Old May 10th, 2005, 12:08 PM
Grandpa Kim's Avatar

Grandpa Kim Grandpa Kim is offline
Captain
 
Join Date: Jan 2002
Location: Calgary, Canada
Posts: 858
Thanks: 2
Thanked 0 Times in 0 Posts
Grandpa Kim is on a distinguished road
Default Re: DevNull Mod Anti-Fighter Missles

Devnull is a great mod, but am I the only one that thinks the anti-fighter missile is way too powerful?
__________________
Those who can, do.
Those who can't, teach.
Those who can't teach, slag.

http://se4-gaming.net/
Reply With Quote
  #5  
Old May 10th, 2005, 12:38 PM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: DevNull Mod Anti-Fighter Missles

What about them do you find over-powered?
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
  #6  
Old May 10th, 2005, 01:06 PM

ExSentinel ExSentinel is offline
Private
 
Join Date: Mar 2005
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
ExSentinel is on a distinguished road
Default Re: DevNull Mod Anti-Fighter Missles

Thanks for the info. That means his AFM IV will be reduced to the basic 90% hit chance at range one and decrease from there (My light fighters all have ECM III)

I am currently at war with someone who has the tailsman, but does not use that many anti-fighter missles on his ships, so I am trying to gauge what is the best fighter class to use against him. I think I am going to stick with light figthers, with ECM III and keep the numbers to 10/stack. If I get enough targets out there, hopefully his direct fire will concentrate on the fighters and leave my ships alone long enough to cause some damage.

It is just a pain to continually being hit consistently at range 10-13 with APB XIIs and only getting in one hit for every 3 he puts on me, so hopefully the many target scenario will work out.

As far as the AF Missles being overpowered, I always thought the basic PD package that came with the stock game was incredibly overpowered. The AF at least only fire once every other turn making fighters somewhat viable, whereas in the stock game fighters were pretty useless after a relatively short period of time with tech advances.
Reply With Quote
  #7  
Old May 10th, 2005, 01:37 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: DevNull Mod Anti-Fighter Missles

Talismans are definitely one of the worst things to ever hit the SE series.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #8  
Old May 10th, 2005, 01:45 PM
El_Phil's Avatar

El_Phil El_Phil is offline
Major
 
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
El_Phil is on a distinguished road
Default Re: DevNull Mod Anti-Fighter Missles

They do push the game towards short and dirty it is true. You're not going to beat a talisman armed fleet fairly without massive extra numbers, so the best bet is to try and take out any religous players early hoping their spending most of the research on religous tech not shields/weapons.
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
Reply With Quote
  #9  
Old May 10th, 2005, 02:13 PM

parabolize parabolize is offline
Second Lieutenant
 
Join Date: Aug 2003
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
parabolize is on a distinguished road
Default Re: DevNull Mod Anti-Fighter Missles

Anti-fighter missiles are useless. APBs are hiting 25kT, 35kT, and 50kT fighters in Icons. The only advantage anti-fighter missiles have is to shoot before it's your turn.
__________________
King of the Hill League
Reply With Quote
  #10  
Old May 10th, 2005, 03:26 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: DevNull Mod Anti-Fighter Missles

I disagree, anti-fighter missiles are pretty awesome in Devnull Mod, especially due to their PD-Ability, which in fact allows ships and planets to hit 20 instead of 10 targets, given enough firepower.
Reply With Quote
Reply

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 04:36 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.