a little help needed please. "weapon ranges" |

where in the component details can i change a weapons range either longer or shorter i see formula after formula for damage but not range, i see %range% variable but nowhere to set it.
I liked SEIV's range and damage i know it had its weeknesses but i was able to make a weapon that did more damage at long range (think Battletech's PPC and its min range)

Re: a little help needed please. "weapon ranges"
It's pretty much the "- iif([%Range%] > Insert Max Range, 10000, 0)" part that dictates max weapon range. Where,
Insert Max Range = Min(80, (([%Level%] - 1) * 10) + 40)
which in this case translates to "Max range = 40, 50, 60, 70, 80, 80, 80, ..." as you go up in level.
---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: a little help needed please. "weapon ranges"
Wait... you mean I can do this, for some sort of "gravitonic coherence blaster":
Weapon Space Min Damage At Range := 50 100 200 100 50 100 200 100 50
Weapon Space Max Damage At Range := 50 100 200 100 50 100 200 100 50
And it would give me a choppy linear approximation to a wave function? (Presumably each entry would correspond to 10km, or whatever settings.txt tells the weapon report to display each increment as?)
Those aren't formula fields by chance, are they? Where you can put in a formula for each range increment? Because that would be really nifty... 8-O
(I always left those two fields just set to zero and messed with the modifier formula, because that's how stock did it and I figured those fields were either ignored or just added on to the damage at all ranges!
I mean, a wave function isn't all that cool (just put sin([%Range%] * SomeConstant) into your formula somewhere), but there are other things like sawtooth functions that are not so easily modelled! Perhaps a weapon where the minimum and maximum start out at 50 but diverge to 0 and 100 as range increases?
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The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: a little help needed please. "weapon ranges"
Imo strange (wawe/saw/gausian/...) damage functions are not good idea, becose:
AI cannot use them (if AI would be unlucky enough to be on worst possible range, but IN range, it would not try to get to better range), and for player who can do it, it would be too hard to do (hard to know exact range to target).
So anything more complex than minimal range, increase and then decreas and max range is imo unplayable.
Re: a little help needed please. "weapon ranges"
1000, 0 is the cutoff. What its saying is "If the weapon is out of range, subtract 10000 from its damage. If its in range subtract 0."
Weapons don't actually have "maximum ranges" per se. They just have ranges where they hit 0 damage.

Re: a little help needed please. "weapon ranges"
Phoenix-D answered your question above - "subtract 10000 if over range".
---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: a little help needed please. "weapon ranges"
You can use SE:IV style weapon damage entries in the "Weapon Space Min Damage At Range" and "Weapon Space Max Damage At Range" fields.
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Space Empires Depot | SE:V Balance Mod