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Home » news » forums » Space Empires V » Space Empires V FAQs

"x" overloading weapons

Submitted by Guyofdoom on Fri, 2007-01-26 11:49. Space Empires V FAQs

I just wanted to confirm as it's been a long time since I've played SE IV regularly and I haven't yet used them in SE V.

Do the Overloading weaponry such as Engine overloading weapons bypass shields and armor to damage engines? weapons bypass to damage weapons, etc.

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pikcachu20's picture

Re: "x" overloading weapons

Submitted by pikcachu20 on Fri, 2007-01-26 13:51.

Certain ones do bypass armor and shields

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Grendel's picture

Re: "x" overloading weapons

Submitted by Grendel on Fri, 2007-01-26 15:03.

"Certain ones"... Is it a secret?

Can You be more specific, please?

Thanks.

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Thy Reaper's picture
Mod Designer

Re: "x" overloading weapons

Submitted by Thy Reaper on Fri, 2007-01-26 16:22.

I just checked. None of these weapons pierce shields and/or armor.

Please, tell me... how useless is a shield disrupter that can't go through shields? That's the whole idea of shield disrupters, they kill shields faster than normal weapons.

Likewise, all overloading weapons are useless because by the time you can use them the ship will be dead anyway.

Also, the target specific order does not cause weapons to fire. It can only be used once the ship has been told to open fire on a ship. Target specific should set the ship you click on to be the active target.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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pikcachu20's picture

Re: "x" overloading weapons

Submitted by pikcachu20 on Fri, 2007-01-26 16:45.

The Phased Polaron Beam Bypasses Normal Shields
and what about the Tachyon Projection Cannon it penetrates shields to destroy weapons...

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Re: "x" overloading weapons

Submitted by Guyofdoom on Fri, 2007-01-26 17:19.

Yeah I'm disapointed to learn that the component disabling systems are basicly worthless. By the time I get past a ship's armor and weapons the ship is dead already. I miss the times when the weapons would only take out the components regardless of armor or shields.

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Re: "x" overloading weapons

Submitted by evilginger on Fri, 2007-01-26 19:48.

I know there was an issue with these disabling weapons but I thought it was fixed at some point before 1.17 for stock and they be moded and are I think in the balance mod to ignore shields and armour at least in part. I can’t say for sure as I don’t use them all that much though I like the idea of crippling ships.

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Thy Reaper's picture
Mod Designer

Overloading weapons correction

Submitted by Thy Reaper on Fri, 2007-01-26 21:18.

Overloading weapons don't work like they should in stock, but a simple modification to the DamageTypes.txt file will correct it.

Change these lines on all Only (Component) damage types

Cannot Penetrate Any Kind Of Shields := TRUE
Cannot Penetrate Any Kind Of Armor := TRUE

to

Cannot Penetrate Any Kind Of Shields := FALSE
Cannot Penetrate Any Kind Of Armor := FALSE

And then copy out the null space weapon's penetration sections into the various specialized weapons, and they will work as they did in SE:IV, making them useful once again.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Re: "x" overloading weapons

Submitted by evilginger on Fri, 2007-01-26 21:24.

Thank you for that

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Re: "x" overloading weapons the point

Submitted by mm1145 on Sun, 2007-01-28 05:32.

I allways thought the point of weapon and engin overloading stuff was to selectvae disable a ship so you can capture it l8r with all it's over stuff intact

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