.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 February 2nd, 2001, 06:51 PM
Spoo's Avatar

Spoo Spoo is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
Spoo is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

I think that the regeneration abilities of organic armor are cumulative. i.e. if you have one piece of organic armor III it will regenarate 30pts, but if you have 5 pieces of organic armor III it will regenerate 150pts and replace the piece that was destroyed by the mine.

------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
Reply With Quote
  #22  
Old February 2nd, 2001, 08:12 PM

rdouglass rdouglass is offline
Major
 
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
rdouglass is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

Yeah, that's cool - but 50 mines!!! C'mon, that seems to be a huge "game balance" issue for organic tech. And when I have O Armor II (or I) the mines do cause damage. I am aware of the regen cababilities of O Armor (thats why I go Organic), but I say again - 50 mines??? all with Warhead III??? IIRC a warhead III does 300 damage and with 2 on each mine that is 600 per mine. Multiply by 50 mines and thats - what - 30,000 damage!!!!

It does sound to me like this totally negates any usefulness of mines toward organic empires. I think organic tech has enough advantages without being immune to mines.

Any other thoughts??? Is this a bug???

[This message has been edited by rdouglass (edited 02 February 2001).]
Reply With Quote
  #23  
Old February 2nd, 2001, 08:21 PM

Tomgs Tomgs is offline
Sergeant
 
Join Date: Oct 2000
Location: Winnetka, CA, USA
Posts: 357
Thanks: 0
Thanked 0 Times in 0 Posts
Tomgs is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

Mines work one at a time. So if your ship can survive one mine with no damage it will survive 200 mines with no damage. Organic armor regenerates after each attack. Each warhead is calculated as one atack so if your ship can survive one warhead on one mine and not be damaged it will take out the whole group. This may not be realistic (and in large Groups organic armor seems to do a few weird things, like the regeneration effects from destroyed armor works just as well as the surviving armor as long as one piece of armor survives) but untill there are code changes or warheads do 10000 points of damage I don't see a way around it.
Reply With Quote
  #24  
Old February 2nd, 2001, 08:34 PM

rdouglass rdouglass is offline
Major
 
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
rdouglass is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

I'll remember Never to play anything BUT organic when I start playing humans......
Reply With Quote
  #25  
Old February 2nd, 2001, 08:47 PM

Sinapus Sinapus is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
Sinapus is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

Well, that depends. What's the max damage a piece of organic armor can survive and what's the damage a Mine Warhead III can inflict? Because -my- mines never have anything but warhead IIIs.

------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
Reply With Quote
  #26  
Old February 2nd, 2001, 09:48 PM

KiloOhm KiloOhm is offline
Corporal
 
Join Date: Dec 2000
Posts: 81
Thanks: 0
Thanked 0 Times in 0 Posts
KiloOhm is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

quote:
Originally posted by Tomgs:
Mines work one at a time. So if your ship can survive one mine with no damage it will survive 200 mines with no damage. Organic armor regenerates after each attack. Each warhead is calculated as one atack so if your ship can survive one warhead on one mine and not be damaged it will take out the whole group. This may not be realistic (and in large Groups organic armor seems to do a few weird things, like the regeneration effects from destroyed armor works just as well as the surviving armor as long as one piece of armor survives) but untill there are code changes or warheads do 10000 points of damage I don't see a way around it.



I've always wondered why people thought the regeneration of other damaged pieces was a bug. When I put on 4 pieces of any armor on my ship, I assume I'm not so much pasting 4 seperate pieces of armor on as I'm making the armor I have thicker, so I think the regen works the way it should since it's really one piece of armor. Just my thought on it.



------------------
Regards,
KiloOhm
__________________
Regards,
KiloOhm
Reply With Quote
  #27  
Old February 3rd, 2001, 12:26 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

Personally, if the planets are so heavily mined, and the player likes to build more mines during his turn, its near hopless. So, I simply blow up the systems Star, and be done with it. Then move in a planet maker and rebuild the star and planets. Colonize, and move onto the next system.

------------------
"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
UCP/TCO Ship Yards
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #28  
Old February 3rd, 2001, 12:29 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

dont those mines count against the max unit limit?
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #29  
Old February 3rd, 2001, 12:41 AM

Zanthis Zanthis is offline
Corporal
 
Join Date: Jan 2001
Posts: 89
Thanks: 0
Thanked 0 Times in 0 Posts
Zanthis is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

Puke wrote:
quote:
dont those mines count against the max unit limit?

My understand is each grouping of mines counts as only one unit. So if they have 500 mines in a single group, that only counts as a single unit. If they have 50 Groups of 10 mines, it'd be 50 units.

This is one reason for the "Max # of units/space" setting being added in the next patch.
__________________
-Zan
Reply With Quote
  #30  
Old February 3rd, 2001, 02:15 AM

Tomgs Tomgs is offline
Sergeant
 
Join Date: Oct 2000
Location: Winnetka, CA, USA
Posts: 357
Thanks: 0
Thanked 0 Times in 0 Posts
Tomgs is on a distinguished road
Default Re: Two Hundred Mines = Dead Fleet. How to Overcome?

quote:
Originally posted by KiloOhm:

I've always wondered why people thought the regeneration of other damaged pieces was a bug. When I put on 4 pieces of any armor on my ship, I assume I'm not so much pasting 4 seperate pieces of armor on as I'm making the armor I have thicker, so I think the regen works the way it should since it's really one piece of armor. Just my thought on it.



Well it might not be a bug but considering the way mines don't do damage to it and the ability to fly right through damaging wormholes that do more damage than one piece of armor can absorb it looks like a bug. It may be working as intended but it isn't working the way it should while interacting with the enviroment. The bug is in the mines but it only shows up because of the armor.
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 07:53 AM.


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