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

Overloading weapons...

DT Cleric's picture
Submitted by DT Cleric on Tue, 2007-02-06 15:26. Space Empires V General

Hiya.

Perhaps a silly question, but is there any good way to get around the overloaders' lack of armor penetration?

I'm trying to run a borg like race, who specialize in crippling vessals, but, unless I'm doing this COMPLETELY wrong, the crippling weapons don't seem to be able to get around armor.

And frankly, it's too hard to strip a ship's armor, and then try to NOT destroy it.

Also, how in the blazing nether hells can enemy ships keep fighting after the crew has been killed by toxic injectors? And no, they don't have master computers on board. ARgh.

Any sagely advice is more than welcome.

‹ Combat bug or Newbie error? Unit launch bug ›
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Re: Overloading weapons...

Submitted by evilginger on Tue, 2007-02-06 15:49.

try ship capture criple the ship with Ion mines and then board it if your capture ship has a repair facility it can then repair the engines on the damaged ship replace its boarding parties and generate its own mines. The only flaw in this is a Borg type Cube has got to be a base ship.

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DT Cleric's picture

Re: Overloading weapons...

Submitted by DT Cleric on Tue, 2007-02-06 16:07.

Hmmm. Interesting plan.
Hadn't thought about mines.

Thanks for the input.

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pikcachu20's picture

Re: Overloading weapons...

Submitted by pikcachu20 on Tue, 2007-02-06 19:04.

The manual states their are armor destroying weapons (gotta look that up)use that and then kill the engines..

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Badger's picture

Re: Overloading weapons... relevent?

Submitted by Badger on Tue, 2007-02-06 20:04.

Not sure if it is, but to the borg type race-
i was considering writing up a tech that would make mechanoids or techno-organic a "racial tech" as opposed to just a trait.

i had tried to represent Saberhagen's berserkers with little luck...

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DT Cleric's picture

Re: Overloading weapons... relevent?

Submitted by DT Cleric on Wed, 2007-02-07 10:34.

Sounds a bit too much work; I'm not much of a coder. At all.

Pikachu20, the only armor toaster weapon I've seen comes from the Temporal Tree.
The alloy burner missile, I think...

Now, I've seen it mentioned before, but if someone could enlighten me how to alter the weapon files to make overloaders bypass armor, I would be eternally grateful.

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Badger's picture

Re: Overloading weapons... relevent?

Submitted by Badger on Wed, 2007-02-07 11:51.

DT Cleric wrote:
Now, I've seen it mentioned before, but if someone could enlighten me how to alter the weapon files to make overloaders bypass armor, I would be eternally grateful.

yeh, there's an awful lot of information to sort thru.

Luckily, what you are looking for is a text file and even MY programmed-Turbo-pascal self can do that;)

go to your se:V folder, goto data,
it's in damage types text file.

for reference, observe the
Damage Type Name := Skips Armor

category... the key is to set the armor penetration at 100% for armor types you want it to skip.
i know, penetrate and skip, but to the computer thats the same...
you would just add that ability to whatever damage type - or make a new one- of the weapon you are modding...
does that help at all?

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pikcachu20's picture

Re: Overloading weapons... relevent?

Submitted by pikcachu20 on Wed, 2007-02-07 12:00.

Badger wrote:
DT Cleric wrote:
Now, I've seen it mentioned before, but if someone could enlighten me how to alter the weapon files to make overloaders bypass armor, I would be eternally grateful.

yeh, there's an awful lot of information to sort thru.

Luckily, what you are looking for is a text file and even MY programmed-Turbo-pascal self can do that;)

go to your se:V folder, goto data,
it's in damage types text file.

for reference, observe the
Damage Type Name := Skips Armor

category... the key is to set the armor penetration at 100% for armor types you want it to skip.
i know, penetrate and skip, but to the computer thats the same...
you would just add that ability to whatever damage type - or make a new one- of the weapon you are modding...
does that help at all?

Wow.. it did..

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Mod Designer

Re: Overloading weapons... relevent?

Submitted by Phoenix-D on Wed, 2007-02-07 13:15.

pikcachu20 wrote:
Wow.. it did..

One wrinkle to take care of first: make sure CAN PENETRATE ANY SHIELD and the same value for ARMOR is set to TRUE.

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Badger's picture

Re: Overloading weapons... relevent?

Submitted by Badger on Wed, 2007-02-07 13:33.

gotta have that other reference; Phoenix is there to remind us why -
thanks, P.!

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Psieye's picture

Re: Overloading weapons...

Submitted by Psieye on Wed, 2007-02-07 14:00.

Yeah, took me a while to realise that when I first got SE V. Nowadays I always check the DamageTypes.txt of a new mod and make necessary changes to suit my tastes - e.g. Anti-Shield/Weapon/etc weapons can do half damage to shields and ignore armour.

As for crew fighting on... yeah it happens. Don't ask, but just know that their movement and firing rate are halved - as well as being a very easy boarding target (assuming shields are down).

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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DT Cleric's picture

Re: Overloading weapons... relevent?

Submitted by DT Cleric on Wed, 2007-02-07 23:23.

Actually Badger, that was terribly useful.
Thanks.

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pikcachu20's picture

Re: Overloading weapons...

Submitted by pikcachu20 on Thu, 2007-02-08 00:07.

First time for everything...Right Badger... =)

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