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Home » news » forums » Space Empires V » Space Empires V General

SE5 Targetting Needs Help

Submitted by Zzyzx on Thu, 2007-01-11 08:31. Space Empires V General

So I built a 2500kt Starbase loaded to the hilt with all the good stuff. So I load it up with like 20 organic enveloping acid globules.
It has like 20,000 points worth of shields.
So I take it into the simulator to see how she rides.

So I throw 20 assorted ships at it.
The brand new starbase lanches all 20 cannons at one frigate! The next ship is right behind him and gets nothing.
So all the ships get in range and are sucker punching the station while they reload. The station's AI targeting controls continue shooting everything at individual ships and completely wasting the massive weapon load aboard.

Yes, you could go in and manually target the weapons (PITA.) However, that won't do me much good in strategic combat.

Solutions? Work arounds? Possible help from Malfador? I'd like to see the multiplexor re-introduced into the game. So the vehicle can engage multiple targets at the same time. This would be nice to set as a strategy point.

My only solution around this is to put more shields and less guns. So it can sit and take a beating longer. This sucks. The ships cost more that way also.

You'll notice similar problems with point defence. You have a string of seekers coming in. And your group of ships will all fire at the lead seeker and allow the rest to come thru. Once that seeker is destroyed, the rest of the PD self destruct.

‹ Formations - picket, escort, and core Debug or log file option for se5.exe? ›
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pikcachu20's picture

Your right

Submitted by pikcachu20 on Thu, 2007-01-11 09:14.

Just to test this I mad a DD loaded with PD and a carrier (PD only for this test) it was guarding. I made 20 fighters, which should have been easily destroyed, to attack the carrier.

Well the PD did destroy the first two fighters, the other 18 jumped the carrier and it was all over. With the amount of PD it should have put up an AA defense similar to WWII Germany. At the rate this works currently a kite could get through.

It deffienly made me rethink my stradgey though.

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SE III

Submitted by Lastdreamer on Thu, 2007-01-11 09:33.

I think that the best targeting setting was that of SEIII... Also better than that of SEIV...

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Better Targeting

Submitted by Omnius on Thu, 2007-01-11 09:51.

I certainly hope the AI battle targeting gets vastly improved. Seems the bane of AI's is that they get singleminded in target selection in battle. I sure hope that targeting gets spread out better so that you don't have 20 or 30 ships all gunning for the same target.

Also the AI targeting before battle needs improvement. I've seen way too many examples of AI fleets targetting a fleet or ship several systems and many turns away only to have that fleey or ship be gone by the time it arrives. I've seen way too many examples of AI fleets ignoring excellent targets of opportunity like colonies or ships and fleets within one turn's movement because once an AI-controlled fleet has orders it never changes until it completes them.
Omnius

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Captain Kwok's picture
Mod Designer

Overkill

Submitted by Captain Kwok on Thu, 2007-01-11 11:03.

There's been some good proposals put forward but we're still waiting on the issue of "overkill" with targeting and the general selection of targets along with strategy UI in the Empire options menu to be addressed by MM.

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: SE5 Targetting Needs Help

Submitted by pkoko on Mon, 2007-02-12 21:21.

has this been fixed in 1.25 or anyhing??

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Re: SE5 Targetting Needs Help

Submitted by neurocord on Tue, 2007-02-13 04:51.

Workaround would be to use a variety or ranges for your weapon mix. Don't think it's fixed with 1.25.

.......................
I thunk therefore i wuz.

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pikcachu20's picture

Re: SE5 Targetting Needs Help

Submitted by pikcachu20 on Tue, 2007-02-13 09:15.

That is the only way I got it to work too... Sad

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What about this?

Submitted by Gusset on Tue, 2007-02-13 10:27.

pikcachu20 wrote:
Just to test this I mad a DD loaded with PD and a carrier (PD only for this test) it was guarding. I made 20 fighters, which should have been easily destroyed, to attack the carrier.

Well the PD did destroy the first two fighters, the other 18 jumped the carrier and it was all over. With the amount of PD it should have put up an AA defense similar to WWII Germany. At the rate this works currently a kite could get through.

It deffienly made me rethink my stradgey though.

This may be old news, but have you tried adding "Total Targetted Damage (less than) % of Structure" to your Targeting Priority Order list? In my own tests, it seems to work for point defense direct fire weapons. Bomblet missiles still over-saturate with it.

I haven't seen it work for targetting regular ships, though. I still have more tests to try, but to this point it only seems to work for pd.

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pikcachu20's picture

Re: SE5 Targetting Needs Help

Submitted by pikcachu20 on Tue, 2007-02-13 13:44.

Way to complicated for me... I just did PD in range. Smiling

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Atrocities's picture
Mod Designer

Re: SE5 Targetting Needs Help

Submitted by Atrocities on Tue, 2007-02-13 13:53.

There is some good talk here but just keep in mind that it is possible to go over board an really unbalance things.

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Badger's picture

Re: Better Targeting of Ai/independent fleets

Submitted by Badger on Tue, 2007-02-13 14:05.

(omnibus)
I proposed that there be a "zone of control" or pillage seeting like sentry that allows "attacks of opportunity"
which would benefit not only the ai but the player to blockade / raid AND allow monsters & pirates.

At the very least, what Omnibus is suggesting - that fleet orders not "lock" the fleet for several turns - is probably crucial.
at the risk of giving the ai an advantage in simulataneous, it just might be necessary to have it move its ships/fleets on a mp by mp basis.
The ai is EFFECTIVELY playing simultaneous , even in turn settings, and thus the result.

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Re: SE5 Targetting Needs Help

Submitted by majorhavoc on Tue, 2007-02-13 16:02.

One way to approach the problem would be to have a line in the settings file something "Max percent weapons targeting = 50" or something. This would force the space station to use only 50% of its available weapons on a single target. So if it had 10 PD guns 5 would fire at the first available target and 5 at the next.

The other alternative is for the targeting system to make an internal calculation like "total mass of target/available weapons" which would result in a number that could be applied to the final targeting solution. Perhaps a logical extension of this would be to allow some sort of targeting AI for combat similar to that which is used for the AI scripting files in general.

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Captain Kwok's picture
Mod Designer

Re: SE5 Targetting Needs Help

Submitted by Captain Kwok on Tue, 2007-02-13 16:06.

You can already do this. The lines you want to edit in the data files (or can edit in-game for your strategies) are the "Damage Amount" lines for each of the target types.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE5 Targetting Needs Help

Submitted by majorhavoc on Tue, 2007-02-13 16:09.

So does altering those lines achieve the desired effect?

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Captain Kwok's picture
Mod Designer

Re: SE5 Targetting Needs Help

Submitted by Captain Kwok on Tue, 2007-02-13 16:17.

They certainly do help with spreading out weapons fire. They're also a few lines in settings.txt (Estimated targeting percent...) that set the amount of estimated damage of the maximum when that weapon hits it's target. This would be part of the calculation used in the damage percent against a target type in the strategy.

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: SE5 Targetting Needs Help

Submitted by Phoenix-D on Tue, 2007-02-13 16:56.
No. Even with the targeting values in settings.txt set to 1000, damage amount at 10% and targeting priorities set to < 50%, my test ship still fired all of its beams on one target.. I -have- managed to make a ship fire at multiple targets, but I don't remember how. Something related to the multiplex testing(and no, it wasn't the multiplex ability). EDIT: POINT DEFENSE weapons will fire on as many targets as they can. Regular weapons don't seem to. Giving a regular weapon type the Point Defense type fixes that. Kwok: what settings are you using to get weapons spread..?
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Kato's picture

Re: SE5 Targetting Needs Help

Submitted by Kato on Wed, 2007-02-14 10:46.

So, how does PD targetting work when a fighter launches a missile? Do the PD weapons split their fire between the missile and the launching fighter?

I've yet to test this in combat, but I've considered arming my fighters with rocket pods and energy weapons. Smiling From a distance, the fighters would launch their missiles and follow them in to engage with ammo-less, energy weapons. The target ship's PD's would partially be distracted by the missiles. In a way, this is like using decoys to draw fire away from the fighter. Don't know if this works or not.

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: SE5 Targetting Needs Help

Submitted by evilginger on Wed, 2007-02-14 11:21.

I use this with heavy fighters and it works well both in Simulation and in actual battles. It works especialy well with IRM ships where is causes the ships secondry weapons to engage the fighters and not work as point defence thus eliminating or at least spliting the fire aimed at the fighter misiles which are generaly the more deadly of the two halves of the posible target

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