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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #21  
Old August 13th, 2003, 03:14 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

Tested the command troops. The evidence seems to point that positive and negatives stack/don't replace each other.

I ran several tests:

*A baseline that used 10 'null' commands that just matched the damage resistance, but had no abilities

*One using 10 Assault Command (+40attack/-40defense) which yielded more casualties on both sides

*One using 10 Infiltration Command (-40attack/+40defense) which yielded fewer casualties on both sides

*One using 5 Assault/5 Infiltration (theoretically cancelling each other out) which yielded the same results as the 'null' test.

Conclusion: The bonuses add together, and don't replace. Excellent!
Reply With Quote
  #22  
Old August 13th, 2003, 03:22 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

Running the tests in the Simulator I ran into some interesting sights:

*I thought that the first troop loaded was the first one damaged. I ran the tests with the special troops on the defender side, and the first "loaded" appears on the left-most slot, while militia appear on the right-most.

*In the 'null' test, the nulls (second slot) were never damaged.

*In the 'assault' and 'infiltration' tests, the commands always took damage at the same time as the other units (slot 1). The other units were smaller, does that make a difference?

*In the 'mixed' test, the command in slot 2 always took damage, but the command in slot 3 never did.

*In another test I ran but didn't write down, I used the abomination (-50/-50 but +50to hit to its own big damage weapon) I lost units in slot 1, the aboms in slot 2, and Militia, too! And these happened before slot 1 or 2 was completely destroyed.

So how are the hits in ground combat allocated? Just from my brief observations, I can't figure out a pattern.
Reply With Quote
  #23  
Old August 13th, 2003, 03:35 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

Oh yeah, I realized Last night that v1.01 that I posted didn't have the Abomination and Siege Fortification fixed (they're still 30kt) because...well because I'm an idiot.

So here is the *correct* v1.01

Text1060781490.txt

Zip1060781610.zip
Reply With Quote
  #24  
Old August 13th, 2003, 03:40 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Bio-Psych Mod v1.16

I noticed the current Version of the bio-psych mod doesn't have any of the facilities that were in the pre-1.0 Version. Is this a mistake?
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #25  
Old August 13th, 2003, 04:41 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

No, it was intentional. I'm still figuring them out. Plus I don't have any images for them, yet.

After all this bonus stacking talk, I wonder: If a facility has a +40 bonus X/-40 penalty Y and then you have another facility tha has a +10 bonus Y do you end up with +40X/+10Y or +40X/-30Y? I assume it is the latter, which sucks.

On the other hand Secret Police HQ (big bonus to Intel, big penalties to all other resource production) might still work. You would still have to use up a slot to counteract the penalties. And, I suppose it is unlikely you would use one except on a very Intel oriented planet anyway.

*Propaganda Center should work fine. Small bonus to all production that wouldn't stack with any others. It has very limited use, though. You'd only need it for a planet with many different resource generators, which I assume would be rare.

*I still want an Xeno Profiling Center to give a system wide combat bonus, but I don't want to steal the Traits thunder and lessen the impact of things like Shrines and Events Predictor. Hmmm...maybe if the Propaganda Center was system wide it might be more useful

*I was also thinking about making cheaper Intel projects like seeing opponents tech, designs, and dispositions. Some kind of tech area that allows you to do Psych profiles of your enemies to determine how they will act. EDIT: Now that I think about it, Force Concentrations is the only Intel project that makes sense from a psych profile standpoint.

Any ideas are welcome

[ August 13, 2003, 16:01: Message edited by: KnidVermicious ]
Reply With Quote
  #26  
Old August 13th, 2003, 05:04 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

Another facility idea: the Frenzotron (uh, that's a working name)

Death Shrine-like systemwide bonus to damage
War Shrine-like systemwide penalty to combat

Simulates stirring the population up into a bloodthirsty frenzy. They hit hard, but in their mindless battle-madness they lose discipline and training and blindly and savagely attack the enemy.
Reply With Quote
  #27  
Old August 13th, 2003, 07:45 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

Image Mod question

As I add more to this mod I think I want to use the Image Mod, at least for components. How do I go about getting permission? Also, what should I do about adding new pics into it? Can I just add them to my mod only, or do I have to submit them to the Image Mod first?
Reply With Quote
  #28  
Old August 13th, 2003, 08:04 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: Bio-Psych Mod v1.16

You do not need to get permission to use the Image Mod. It is there for anyone and everyone to use. If you want to make new submissions to it, simply number your images such that they use empty slots in the components file from the Image Mod (new lines can be added as necessary), with both the Portraits and Minis (preferably with the minis all in one file), and a Credits.txt file. Then, zip them up, and create a post about it.
__________________
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
  #29  
Old August 13th, 2003, 08:08 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: Bio-Psych Mod v1.16

Quote:
After all this bonus stacking talk, I wonder: If a facility has a +40 bonus X/-40 penalty Y and then you have another facility tha has a +10 bonus Y do you end up with +40X/+10Y or +40X/-30Y? I assume it is the latter, which sucks
Now with Facilities, only the highest bonus is used; there is no stacking, sadly. Add a facility -500% minerals production and one with +10% minerals production to a planet, and it will get +10%, with the -500% ignored. You can still partially get the effect you want (assuming negative values actually work for these abilities, needs testing) because the planet will get the penalty unless you build an appropriate bonus facility.
__________________
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
  #30  
Old August 18th, 2003, 03:06 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

I ran some tests over the weekend. Negative modifiers do not work for planet or system wide facilities. At least the resource generation type modifiers, anyway.

I think I'll work around this by dropping the Secret Police HQ entirely. I'll have a Propaganda Center that gives minor boosts system-wide to all resource generation (Intel, Research, Min, Rad, Org) and a War Morale Center (name?) that gives a minor system wide boost to combat and damage. By minor I mean 2,3,6%.
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 05:26 PM.


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