Overloading weapons... |

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.

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

Re: Overloading weapons... relevent?
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...

Re: Overloading weapons... relevent?
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?

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

Re: Overloading weapons... relevent?
gotta have that other reference; Phoenix is there to remind us why -
thanks, P.!

Re: Overloading weapons...
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.

Re: Overloading weapons...
First time for everything...Right Badger... =)




Re: Overloading weapons...
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.