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

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old December 26th, 2003, 04:26 PM

Loser Loser is offline
Colonel
 
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
Loser is on a distinguished road
Default Weapon with +To Hit?

I thought there was such a weapon. I thought it was the Wave - Motion Gun. But I look in Components.txt and I find this.
Quote:
Name := Wave - Motion Gun III
Description := Long range high intensity fusion beam.
Pic Num := 23
Tonnage Space Taken := 70
Tonnage Structure := 70
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 30
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 3
Weapon Modifier := 30
Weapon Sound := wavegun.wav
Weapon Family := 9
Is there a weapon that has a better chance of hitting things?

Why did I think it was the Wave - Motion Gun?

What good is the Wave - Motion Gun?

[ December 26, 2003, 14:26: Message edited by: Loser ]
Reply With Quote
  #2  
Old December 26th, 2003, 04:43 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: Weapon with +To Hit?

Actually isn't the Weapon Modifier = 30 the bonus to hit? I thought it was so, but I may be mistaken. (Fyron?)
Reply With Quote
  #3  
Old December 26th, 2003, 05:03 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Weapon with +To Hit?

Yep, 'Weapon Mofidier' is the 'to hit' bonus. All of the 'high energy' weapons have a bonus to hit, don't they? Ripper Beam, Incinerator beam, and Wave-motion Gun should all have bonuses. Many mods give a bonus to Torpedos, too, to simulate their guidance systems.

[ December 26, 2003, 15:03: Message edited by: Baron Munchausen ]
Reply With Quote
  #4  
Old December 26th, 2003, 05:06 PM

Loser Loser is offline
Colonel
 
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
Loser is on a distinguished road
Default Re: Weapon with +To Hit?

Ah, good.

grumbles about Talisman
Reply With Quote
  #5  
Old December 26th, 2003, 06:01 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Weapon with +To Hit?

These are the weapons that have a to-hit bonus (from the FAQ):

2.8.3 Point Defense Cannons (PDC)�s get a 70% to-hit bonus. (components.txt)
2.8.4 Incinerator beams get a 10% to hit bonus. (components.txt)
2.8.5 Wave-motion Guns get a 30% to hit bonus. (components.txt)
2.8.6 High-energy magnifiers get a 30% to hit bonus. (components.txt)
2.8.7 Tachyon canons get a 10% to hit bonus. (components.txt)
2.8.8 Mental singularity generators get at 20% to hit bonus. (components.txt)

Note that none of these bonuses are mentioned in-game.

Slick.

[ December 26, 2003, 16:06: Message edited by: Slick ]
__________________
Slick.
Reply With Quote
  #6  
Old December 26th, 2003, 06:20 PM

Loser Loser is offline
Colonel
 
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
Loser is on a distinguished road
Default Re: Weapon with +To Hit?

Thanks, Slick. I thought it was in Components.txt as an 'ability' so I was pretty puzzled.

Next Question: the Wave - Motion Gun fires once every three turns, does twice its tonnage in damage (base) at range eight, and in large battles many ships will only Last one turn; is this a worthwhile weapon to use against Talisman-wielding opponents (Research cost unconsidered)?
Reply With Quote
  #7  
Old December 26th, 2003, 07:25 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Weapon with +To Hit?

Here's my opinion:

There is no "best weapon" in the game. Certainly the WMG is useful in certain instances. It has a huge damage advantage but disadvantages in reload time and cost, etc. Weapon choice is only 1 facet of victory. Sensors, hull size, training, fleet size and makeup, strategy, research, intelligence, planet & system defense are all as important. Making a strong economy is also extremely important as is keeping population happy, reproducing and breathing the right atmospheres. The list goes on and on.

If you are facing a Talisman wielding opponent, you certainly must adjust to exploit his weaknesses while covering yours. Once you do this, the Talisman opponent will probably shift to compensate. It is the overall management of your empire and how you seize the advantages and take action on the disadvantages that wins a game. Choice of a particular weapon is actually one of the less important choices.

If you really want to tweak a Talisman killer, use the simulator to fine tune your ships to take out the other guy's ships. Include realistic fleet vs fleet engagements. Try smaller hulls, larger hulls, all that you have at your disposal. If he is the only guy you are worrying about, don't put on any ECM, as it doesn't help. What weapon is he using to "always hit" ??? Exploit that weapon's weaknesses. Tweak your ship & fleet strategies to attack the enemy more effectively.

Lastly, if your opponent has a Talisman, he spent lots of research to get it. You should be farther ahead in other areas. Find out where you have the advantage and push it as far as you can. Surely a Talisman wielding opponent can be formidable, but it won't make up for all the other facets of the game.

Hope this helps.

[edit: One more thing. The Talisman takes up some space on his ships (50 kt?? or something like that). That means he has less room for other things. That means too that you can add more shields on your ships and still field the same number of weapons. He'll be "always hitting" but you will have more shields to compensate. This game is all about move-counter-counter counter, etc.]

Slick.

[ December 27, 2003, 01:07: Message edited by: Slick ]
__________________
Slick.
Reply With Quote
  #8  
Old December 27th, 2003, 01:41 AM
Lord Kodos's Avatar

Lord Kodos Lord Kodos is offline
First Lieutenant
 
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
Lord Kodos is on a distinguished road
Default Re: Weapon with +To Hit?

A little off topic, but can the Weapon Modifier field handle Negative Numbers? So that in effect some weapons are wildly inaccurate?
Reply With Quote
  #9  
Old December 27th, 2003, 01:42 AM
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: Weapon with +To Hit?

Yes.
__________________
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
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 02:03 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.