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  #231  
Old October 19th, 2006, 12:49 AM
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Default Re: Plague extension

That's very cool!
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  #232  
Old October 19th, 2006, 12:58 AM
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Default Re: Plague extension

Quote:
Suicide Junkie said:
What's the range of the missile tho? They do naturally fizzle when their damage at range hits zero.
The test range was 40 whatever unit of measurement. I was looking for the explosion. I know your probably thinking what a pointless discovery. It�s just my personal taste; something about the explosion that makes me say ahhh. Hmm, honestly this has no practical application other than to say the seeker structure can be based off range. Hay, what about a weapon that grows in power up till a certain range then decreases again? That wouldn�t be useful to me but maybe someone else could use it? Now that I think about it you could do that in the damage formula anyway. Ok so I just like the flipping explosion!
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  #233  
Old October 19th, 2006, 02:07 AM
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Default Re: Plague extension

Missiles explode when they hit max range regardless.
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  #234  
Old October 19th, 2006, 02:11 AM
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Default Re: Plague extension

Quote:
Suicide Junkie said:
Missiles explode when they hit max range regardless.
Really? In the stock game I didn�t see an explosion, they just fizzled or maybe disappeared is a better descriptor.

Edited in: We are both talking about seekers? These seekers (in my rather pointless experiment) whose max damage and range had not been reached exploded when their structure reached zero which had no effect on the amount of damage they inflicted.

As I said it was a rather pointless attempt to test a thought I had.
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  #235  
Old October 19th, 2006, 02:54 AM
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Default Seekers

I was hoping that the structure could use outside data...Now I will be able to make a formula for the damage/structure of a SFB plasma torpedo, that will fizzle with range, do less damage, and hopefully take damage that will reduce the amount it does when it hits the target...

I'm sure that will be either one complex formula, or a combination of formula between range, damage, and structure.
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  #236  
Old October 19th, 2006, 03:28 AM
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Default Combat

So what are the units of measurement in Combat? The Light-Second (LS) for range, and KM/Second (KM/S) for the movement speed of the craft, correct?

Well a LS, is like 300,000 KM, that is a really long range. I dont take it there is any way to change any of the units in the game?

For SFB, that is like range 30, max range for most photons, and disruptors.

For Starfire, that is only range 2. Lucky PES...

I know it doesnt really matter what its called range 30 is range 30. Yet in some ways it would be nice to be able to compare directly between the resource material, and Space Empires.
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  #237  
Old October 19th, 2006, 03:43 AM
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Default Re: Combat

Check out MainStrings.txt.
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  #238  
Old October 19th, 2006, 07:29 AM
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Default Re: Combat

I don't even recall where it displays LS as the units of range, but I've switched things like mount range descriptions to Km myself and will probably do so to the different mainstrings.txt references to LS.
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  #239  
Old October 19th, 2006, 03:59 PM
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Default Re: Combat

Well when you find it share, the only thing I found was an LS reference to ground combat which really doesnt make much sense...
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  #240  
Old October 19th, 2006, 10:10 PM
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Default Re: Plague extension

Where are the Description_X files such as "description_abilities.txt"? They were not included in the demo, and I couldn't find them in the full game either.
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