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Posted: Tue Jan 02, 2007 6:18 am
by planetmaker
Hi,
Rimstalker wrote:I am not sure though, if the rates can be set for individual races. Maybe in Phost4, will have a look...
It can be changed on an individual bases, so that every race has different modifiers wrt the standard values. This is for example used in PList 3.0 / 3.1. Klingons shoot approx. 50% faster than standard - which makes them darn efficient at shooting down my fighters... See e.g. http://www.geocities.com/TimesSquare/Re ... cemod.html
Commodore Cherek, IRJTN wrote: The recharge rate can be set, but only as a general value (the beams themselves have their own recharge rate, which increases with techlevel).
No. The recharge rate of a beam consists of two values. One is beam-specific and depends upon the sum of the kill and destructive power and a race specific modifier. The other is more important and is only race-specific.:
Beam_hit_odds = Eff_BeamHitOdds + Trunc((Beam_Kill_Power + Beam_Expl_Power) * Eff_BeamHitBonus / 100)
Eff_BeamHitOdds is race specific as well as Eff_BeamHitBonus. Only Beam_Kill_Power and Beam_Expl_Power are beam specific.
Plus it can be influenced by "experience", which is one of the main new features of phost.
That indeed makes experienced ships way stronger than inexperienced. But it depends upon how you define the level improvements; you define the improvement wrt the standard values for every experience level you care to add.
EModBayRechargeRate = 4,8,5,0
EModStrikesPerFighter = 0,0,0,1
EModExtraFighterBays = 0,0,1,1
means for example, that there are four experience levels (plus the green level 0). L1 adds 4 to the BayRechargeRate, L2, 8, L3 5 and L4 nothing wrt to the standard BayRechargeRate of 40. This may look bad for L3 and L4, but you gain other bonuses, e.g. at L3 you gain an additional fighter bay and at L4 an additional shot per fighter on your target. That overcompensates the BayRechargeRate.
Just in case anyone wants to know, in Phost, you change the recharge rate of the beams, odds of a beam weapon hitting a target, switch for beams to fire at incoming fighters before returning to the enemy ship, the rate a ship fires torpedoes, odds of a torpedo hitting a target, the range that a torpedo can be fired, allow planets to have torpedo tubes, etc etc ...
Regards,
Ingo

Btw: I know some people despise these many configuration options. But only ship list designers have to worry about all these values. The normal player just uses his / her simulator with the propper game configuration and is fine without even looking at or knowing anything like this.

Posted: Tue Jan 02, 2007 6:53 am
by planetmaker
Commodore Cherek, IRJTN wrote:Here is an update about the Klingon fleet as it was discussed in this forum.

Hull_Name________________Tc_Bm__T/F___$__Dur_Tri_Mol_En_Mass_Carg__Fuel_Crew
---------------------------- -- -- ----- --- --- --- --- -- ---- ---- ---- ----
Small_Freighter____________1__0___0/0___10___2___2___3__1___30___70__200____2
D7a_Painmaker_Cruiser_____2__4___0/0___90__42__81__43__2__170__120__230__352
ND7a_Painmaker_Cruiser____3__2___0/0___90__42__81__43__2__170__120__230__352
Little_Pest_Class_Escort_____2__6___0/0___60__12__27__45__2___75___20__180__175
Neutronic_Fuel_Carrier______3__0___0/0___20__10___2__20__2___10____2__900____2
D7_Coldpain_Cruiser_______4__4___2/0___120__42__71__63__2__175__100__430__373
Small_Transport___________2__0___0/0____25___2___2__20__1___30___50__180___15
Ill_Wind_Battlecruiser_______5__10__2/0___320__82__91__93__2__275__260__480__525
D3_Thorn_Class_Destroyer__5__2___4/0___110__32__43__25__2___90___40__120__222
Valiant_Wind_Carrier_______6__7___0/3___380__52__61_123__2__180___80__190__322
NValiant_Wind_Carrier______6__7___0/4___380__52__61_123__2__180___80__140__322
Deth_Specula_Frigate_______6__6___4/0___280__25__45__89__2__113___35__140__240
D19b_Nefarious_Destroyer__6___7___0/0___180__32__53__65__2___96___40__160__265
Saber_Class_Frigate________8__10__0/0___280__25__35__95__2__153___25__150__420
Victorious_Battleship_______10__10__6/0___410__70_193__90__2__451__130__290__810

The following was talk about;
Increasing the D7a cargo space to between 300 and 480.
Increasing the number of beams on the Thorn, D7a and D7.
Improve the Ill-Wind was mentioned, maybe two more tubes and cargo space.
Adding cargo space and mass to the Deth Specula.
Adding more cargo space and two tubes to the Vicki.
Reading this, I get the notion, it might be an idea to start with modifiying tlist 1.1 in order to not re-invent the wheel another time. Would be kinda funny (but a nice confirmation), if you come to basically the same conclusions as some other guys 5 years ago. But now I definitely have said that enough and will stop it before it gets too annoying.

Code: Select all

Player: 4                       Bm  T  F  Mass  Carg  En  Fuel  Crew  Tl  Tri  Dur  Mol    MC  Sp
---------------------------------------------------------------------------------------------------
SMALL DEEP SPACE FREIGHTER       0  0  0    30   150   1   200     2   1    2    2    3    10
D7a PAINMAKER CLASS CRUISER      4  0  0   170   320   2   400   352   2   81   42   43    90
LITTLE PEST CLASS ESCORT         6  0  0    45   180   1   280   175   2   27   12   25    60
NEUTRONIC FUEL CARRIER           0  0  0    10     2   2   900     2   3    2   10   20    20
MEDIUM DEEP SPACE FREIGHTER      0  0  0    60   300   1   250     6   3    8    8   14    65
D7 COLDPAIN CLASS CRUISER        4  2  0   175   100   2   430   373   4   71   42   63   120  ©
SMALL TRANSPORT                  2  0  0    30   200   1   180    15   4    8    8   25    25
ILL WIND CLASS BATTLECRUISER    10  3  0   275   260   2   480   525   5   91   82   93   320
D3 THORN CLASS DESTROYER         3  5  0   130    80   2   250   222   5   43   32   25   110  ©
LARGE DEEP SPACE FREIGHTER       0  0  0   130  1200   2   600   102   6    7   85    8   160
VALIANT WIND CLASS CARRIER       7  0  5   180    80   2   190   322   6   61   42  113   380
DETH SPECULA CLASS FRIGATE       4  6  0   153    50   2   180   240   6   50   30   89   280  ©
D19b NEFARIOUS CLASS DESTROYER   7  0  0    96    40   1   160   265   6   53   32   65   180  D20
SABER CLASS FRIGATE             10  0  0   153    25   2   150   420   8   35   25   95   280  D10
NEUTRONIC REFINERY SHIP          6  0  0   712  1050  10   800   190   9  150  125  527   970  F
SUPER TRANSPORT FREIGHTER        0  0  0   160  2600   4  1200   202  10   13  125   18   220
VICTORIOUS CLASS BATTLESHIP     10  8  0   451   150   2   290   810  10  193  170  100   410
MERLIN CLASS ALCHEMY SHIP        8  0  0   920  2700  10   450   120  10  250  625  134   840  ®

Posted: Tue Jan 02, 2007 8:21 am
by hennef
there are some similarities, i have to admit. but i do neither think the vikki needs more torps, nor do i think the valiant needs 5 bays. and i want the D7a to have at least 6 beams and even more hull to sustain more minehits. it should be some kind of dumb-stupid assault runner. with loads of angry fascists! :bang: :fighting20: :fighting18: :fighting03:

Posted: Tue Jan 02, 2007 9:51 am
by Cherek
planetmaker wrote:
Commodore Cherek, IRJTN wrote: The recharge rate can be set, but only as a general value (the beams themselves have their own recharge rate, which increases with techlevel).
No. The recharge rate of a beam consists of two values. One is beam-specific and depends upon the sum of the kill and destructive power and a race specific modifier. The other is more important and is only race-specific.:
Beam_hit_odds = Eff_BeamHitOdds + Trunc((Beam_Kill_Power + Beam_Expl_Power) * Eff_BeamHitBonus / 100)
Eff_BeamHitOdds is race specific as well as Eff_BeamHitBonus. Only Beam_Kill_Power and Beam_Expl_Power are beam specific.
When you're right, you're right. I didn't check the combat formulas before I made the above post.

Posted: Mon Jan 31, 2011 3:44 am
by Silvestr Potash
About pop -trg codes.
Imagine an addon in AUXBC phase,wich can change the fascist FC onto pop in custom events. Its easy to programm, it will work with no bugs.
What fc you think it need? what it have not to need?
"trG" for all cloackers? "ppp" -pop only if privaters? "poP" -explode only if any enemy in this place? "TRG" -pop if ANY cloakers, like trg with kill mission but without fuel?

Posted: Mon Jan 31, 2011 10:22 am
by Gilgamesh
Silvestr Potash wrote:About pop -trg codes.
Imagine an addon in AUXBC phase,wich can change the fascist FC onto pop in custom events. Its easy to programm, it will work with no bugs.
What fc you think it need? what it have not to need?
"trG" for all cloackers? "ppp" -pop only if privaters? "poP" -explode only if any enemy in this place? "TRG" -pop if ANY cloakers, like trg with kill mission but without fuel?
Not sure why you would need this when you can set the FC to "trg" and the PE to Pirate and accomplish the same thing.

Posted: Mon Jan 31, 2011 11:09 am
by Silvestr Potash
becouse of :viewtopic.php?t=1978&start=30

And sorry: ppp -if pirates or the primary enemy.

Posted: Mon Jan 31, 2011 11:44 am
by Gilgamesh
If you have multiple enemies you set your FC to trg and your mission to kill. If I have more than one enemy I want to pop them all!

I can't picture a situation where I want to trg the Pirate and the Bird but not the Lizard, for example. If the Lizard is my NAP partner and he is straying into my space with a cloaker we either didn't discuss the terms of the NAP well enough or he's breaking the agreement.

In general, if another race has a cloaker around, I want to take it out. If there are multiple cloakers there of whatever race - so much the better.

Posted: Mon Jan 31, 2011 1:10 pm
by Silvestr Potash
The problem is: lets Bird and priv is your enemy, liz is NAP.
You just set PE=Bird fc=trg, mission kill.
next turn you see the privateers rob your ship, so mission is cleared.
And no explosion.
Or: you have cloacked ally and victory battle ship with popper.
You want to refuel from cloacker to prevent Rob then capture.So you cannot set the mission =kill.So, Birds may stolen your saber easy.

Also, if you want to pop a ship, but it can fly away.So, it be a good to explode only if there exist an enemy ship. Is not it? Is it so power?

Posted: Mon Jan 31, 2011 2:29 pm
by Gilgamesh
Well - if both the bird and the Priv are my enemies I would not set a PE and just set the mission to kill with a FC of trg. No chance of anything flying away under those circumstances.

Posted: Mon Jan 31, 2011 11:28 pm
by Klauser
Gilgamesh wrote:Well - if both the bird and the Priv are my enemies I would not set a PE and just set the mission to kill with a FC of trg. No chance of anything flying away under those circumstances.
What the other Klingon said! When it absolutely, positively has to blow regardless of race - "trg" and "kill" are the way to go!!

Posted: Tue Feb 01, 2011 12:54 am
by casebolt
As you can see both these Klingons have no second thoughts about POP rocking their allies in the heat of battle. :D

Posted: Tue Feb 01, 2011 2:58 am
by FLETCH
Seems to me we have a couple of true Klingons...

Posted: Tue Feb 01, 2011 9:40 am
by Gilgamesh
If you are in combined operations with your ally it's best to give the poppers to him. That way you both take the reduced damage.

Posted: Tue Feb 01, 2011 1:10 pm
by casebolt
The "Glory Device" is a renamed weapon system once apon a time called the "Wild Weasle" its a copy right thing.
The "Wild Weasle" was a modified shuttle armed with missles that when triggered launched. The shuttle would get as close to the intended target and overwelm the enemy ship with missles, it was crude but effective.

IMO 1-Modify the POP ship make it with Trans Gav engines to outrun normal ship speed, Missles were a primary weapon system of Klingons.

2-inhance the targeting system, so as NOT to harm Allies in fleet actions.

3- Give the Klingons real Glory, reward them of PBPs.

If not the above then Modify the Victorious with more mass and a 10 beam, 10 torp arms, with the cost of more minerals/MCs.