Um, there's also a problem right now with collecting data. Something's going on that is not explained by any of the above models. Here's some data from the following combat, performed in the game (v1.1): Attacker: A = (5, 1, 3), D = (3, 3, 3) Defender: A = (5, 1, 3), D = (3, 3, 3) Here's the data as *displayed* in order from first shot to last shot: (Side firing, damage) A, 1 D, 2 A, 2 D, 0 A, 2 D, 4 A, 0 D, 3 A, 3 D, 0<
Veblen
Er, sorry. I was hasty in my previous reply and got something wrong. I said attack and defense are both zero based, when I should have said that I think attack is 1 based and defense is 0 based. Richrf wrote (#3): But all? of them will have different probability functions, so in theory if you could rerun the same battles say 10,000 times you could figure ou
As far as I have been able to tell: 1a, 1b: Attack and defense rolls are 0 based. Example : Attacking ship has Beam attack of 6, Defending ship has shield of 2 and armor of 4. Again, I can't say anything with certainty, but to the best of my understanding: matched defense = min(6, 2) + min(0, 4) + min(0, 0) = 2 + 0 +
There are a lot of opinions on the subject. (If only Stardock would actually release an accurate description of the combat mechanics...) Here's my best guess, and the way my simulator works: attack roll = random integer from 0 to (beam attack + missile attack + mass driver attack) matched defense = min(attacker beam, defender shield) + min(attacker missile, defender point defense) + min(attacker massdriver, defender armor) mismatched defense = (defende
Tab and then 'c' to center is what I use.
The Good defensive techs give bonuses to defense as well as components; does anyone know if the bonuses work if a non-Good race captures the tech? What about a tech like Neutral Shipping?
Yup. It almost seems to have become worse with 1.1, although that might be my imagination. In my last game, the AI (Drath) had particularly terrible building priorities for its small (Class < 8) planets. Farms and morale structures are rather useless on planets that small, but the Drath just loved 'em.
Thanks for replying, CodeCritter. You're my favorite. I look forward to the update.
In my latest 1.1 game the Drathi had focused on economic buildings for all of their class 4-8 planets: farms, morale, stock exchanges, and embassy or two. Pretty ridiculous on a class 5.
Perhaps Stardock could take this thread and the 3 or 4 others like it as a hint and improve how recent posts are displayed. I"ve noticed marked improvements in server reliability, and the Watch and Search functions work now, so props for that. However, the layout and sub-divisions of the forum are still a lot less useful than they could be.
There's a nice balance when one has to choose between building combat ships or building constructors. I like that they take a little time to rebuild, that the destruction of starbases means something... well, I like that they take game turns, but the management could be less time-consuming and repetitive. When a constructor is built, if I know where I'm sending it then everything works superbly--two right clicks and I'm on to the next ship. But calling up information ("Does this starbase have a
1. The official behavior is that you get the bonus right away when you buy it in the diplomacy screen. As far as I know this works... haven't seen anything to make me question it. Some bonuses may only start at the beginning of the next turn (I've noticed this with other bonuses, not sure about trade goods). You can trade it to others if and only if you control the building, though. 2. Bonus tiles don't affect super projects or wonders. Manufacturing bonus tiles don't affec
I've noticed the following surprising behavior: Individual ships start in different squares and move to the same one and form a fleet. The fleet now has movement of, say, 5 out of 9. The fleet then attacks one target. Fleet now has 0 out of 9 movement. Shouldn't it have 4/9? I've also noticed weird behavior with moves remaining for individual ships when they move in a fleet and then the fleet is disbanded. It seems like it's been tweaked recently, in beta 4 or 1.1, and I can't fi
I don't think the speed affects anything. So one of three things is going on: you were unlucky (only 14% chance that the enemy will win 10 out of 10), there's a bug, or something's wrong with my simulator and the real chance of the dread lord winning is higher than 82%. The manual doesn't completely describe the combat and there's no solid source of information on it, so it's hard to know. You're not alone. And, to make it more fun, there is some weird behavior from time t
Attacker: 8hp, (118, 0, 0) attack, (18, 0, 0) defense Defender: 30hp, (20, 8, 8) attack, (8, 5, 5) defense Probability of attacker winning: 82.2% And a plot of the frequency of hitpoitns remaining after combat (100000 iterations): Link (This is based on several assumptions of how combat works... it uses a different formula for how damage is calculated than what you describe. All weapons are rolle
By the way - why do not the station the first shoot ? That's a really good idea...
OK. Thanks.Also, this forum style is interesting and fun.It should be a model to others. I'll take usability over this every day. Well, to each his own.
But I only allow the AI to design ships once per year right now. Oh my god. This explains a lot. Please, add an "Intesive AI" option that would allow the AIs to do things like upgrade ship designs whenever a relevant tech is researched. I respect the desire to make the game accessible to people with older machines. At the same time, I don
If the play is getting formulaic, try turning tech trading off. If you can tech trade well, and it sounds like you can, it's easy to step on the AI. With tech trading off, well, it's still not exactly hard, but you don't get free money.
Very high logistics is often the result of the enemy having multiple Hyperion Logistics Centers. Each race can only build one, but if they capture Hyperion Logistics structures from other races, they can get scary logistics. And man, logistics makes a difference. To see one illustration of how the effectiveness of a fleet changes with logistics, consider this: Link The x-axis is the number of hitpoint=12, attack = (
John Hamp wrote: Aflonse, you're a bitter little troll. Every time I see one of your posts I know that some shitty little nastiness is going to come out. Woah, keep it civil. Alfonse wrote: SD has fixed a
Have you ever just built a ship without anything on it? It's like 2 bc Tiny hull is 35. Cargo 55. Particle beam costs 25, Sensors cost 2.
Having a ship, even one without weapons, is still better than no ship as it prevents a free rush. It just means the AI hasn't researched weapons yet. It's not a bug. Before, it would simply have had no ship in orbit at all. Turn up the difficulty if you want it to be tougher. At "normal" the AI is getting roughly half the resources you get. <br
Return to Castle Wolfenstein: Enemy Territory + etpro mod, about two years ago. Most fun I've ever had gaming in my life. Half-life 1+2 and Myth 1+2 get high marks (why oh why hasn't there been a game like Myth in the last six years? Or did I just miss it?). Prince of Persia: Sands of Time for the Xbox was superb. Halo has the title for most-satisfying-to-kill AI enemies in an FPS. The most recent surprise has been a game called Scratches, haven't played it that much, it's Myst-like which isn't
This isn't a change most users would notice, but... well, those of us who dive through the xml sure would. At least the fix wouldn't take long, and it would be timely to get it done before modding support is expanded in 1.2. Here's a partial list of some things I've noticed: 1. All hull technologies are in the /Logistics branch--except for Advanced Hulls, which is in /Industry for some reason. 2. Discovery Spheres have Category "Medical," instead of Research 3. The