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Home » projects & downloads » Core Products » Space Empires V » issues

WMG Range

RasterOps's picture
Submitted by RasterOps on Wed, 2007-01-24 19:13.
Project:Space Empires V
Version:1.20
Component:Code
Category:bug
Priority:critical
Assigned:RasterOps
Status:active

Description

A bug was submitted for this (I think) over 6-weeks ago. I know nothing about editing component files but evidently from this http://www.spaceempires5.com/en-US/node/1787 bug it would do me no good.

The manual description for the WMG indicates this to be a long range beam weapon. Apparently the only one in the game. It has a range of 80. The Meson Blaster and Anti-Proton Beam weapons are described as medium range weapons, each having a range of 90. The Incinerator is similarly desribed although it has a range of 120; very respectable. So why the enormous research expense to obtain a SHORT RANGE beam weapon that is weaker, heavier, costlier, and slower than the lowly Meson Blaster or Anti-proton beam? Please, at the very least fix the range of thw WMG, please. It is very disappointing and discouraging when this tech level is reached. It makes me want to stop playing.

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Re: WMG Range

Submitted by BlueM99n84 on Wed, 2007-01-24 23:58.

Good point. I had not noticed this because I usually am so far down the MB path that the AI's even with that weapon have little impact. Seems like it would be easy enough to modify the weapon stats to make it work. Have you looked at the Balance or IRM mods. These gents may have already put in those adjustments. I have seen their discussions on missile ranges and speeds as well.

Along the same lines I had always wondered why you pour all that research into subspace and null space weapons only to get some short range effect. I never bother researching or even using those.

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