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May 19th, 2003, 04:59 AM
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Re: Doing the math
Sorry to wade in here since I'm not so up on this stuff. Boy, though, Asmala can rip those formulas right off his head.
Other than the items mentioned below:
Are you fighting in a location receiving any combat adjustments by a religious facility?
If his ships have scored a lot of kills, I think each ship goes up by 1% for each kill, so that may account for a percentage difference.
Same goes for fleet but it seems fleet experience doesn't go up any more...well, at least for me...
Also, a comment on the range calculations (again, I admit to not doing proper research and that others here know these things like the back of their hand)...I thought firing from the adjacent sector had a base chance to hit of 99%.
Finally, you mentioned testing. If you did some testing in the simulator, forget it!
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May 19th, 2003, 05:05 AM
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Re: Doing the math
Asmala didn't post in this thread.
"Same goes for fleet but it seems fleet experience doesn't go up any more...well, at least for me... "
Yes it does. It just takes a lot of kills for it to go up.
"Also, a comment on the range calculations (again, I admit to not doing proper research and that others here know these things like the back of their hand)...I thought firing from the adjacent sector had a base chance to hit of 99%."
No. The base chance to hit is 100. It can be modified to be much higher given the right combination of bonuses (such as 150% to hit at range 0). Each square then lowers it by 10. With a base of 150, you get 99% to hit up to range 5. Range 6 has a 90% chance to hit.
[ May 19, 2003, 04:07: Message edited by: Imperator Fyron ]
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May 19th, 2003, 05:14 AM
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Re: Doing the math
Which is a point, Fyron, that I'm not sure was mentioned (and I'm too lazy to read the thread again...  )...
Is it a stock game or a mod?
Also, the combat-modifying religious facs might be a very real adjustment tbontob is experiencing.
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May 19th, 2003, 06:47 AM
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Re: Doing the math
"Which is a point, Fyron, that I'm not sure was mentioned "
Huh? 
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May 19th, 2003, 07:13 AM
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Re: Doing the math
Quote:
Originally posted by Imperator Fyron:
"Which is a point, Fyron, that I'm not sure was mentioned "
Huh?
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Just wondering if he was playing under a mod that has altered the basics of "distance" formulas that are in the stock game. 'Course, I could be completely off base... 
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May 19th, 2003, 07:14 AM
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Re: Doing the math
Oh... I think he would have mentioned using a mod if he was using one. 
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May 19th, 2003, 07:16 AM
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Re: Doing the math
Quote:
Originally posted by Imperator Fyron:
Oh... I think he would have mentioned using a mod if he was using one.
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Yeah, well ( ), it's probably true. But working in IT, I have learned to ask the obvious.
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May 19th, 2003, 08:47 AM
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Re: Doing the math
I thought I remember reading a year ago, that the formular wasn't as easy as Base+Positives-Negatives.
From what my bad memory can remember, I thought it was something like Base + Combat Sensors - ECM = Total (Rounded down to 100% if over 100%) +/- Race Beinfits, etc.
Mind you, it was a long time ago, maybe even before Gold...
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May 19th, 2003, 09:19 AM
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Re: Doing the math
to-hit formula didnt change AFAIK
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May 19th, 2003, 09:30 AM
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Re: Doing the math
The formula was broken before so that some bonuses were applied after the rounding to 1 or 99 (as appropriate). I think they were bonuses on the weapon itself and mount bonuses. But, it was fixed, and is now as simple as adding all bonuses and penalties to the base (including range) and then rounding. 
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