Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 0 users and 175 guests online.

Languages

  • English English
  • French French

Browse archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Space Empires V » Space Empires V General

Sensor types

Sphinx's picture
Submitted by Sphinx on Fri, 2006-10-06 14:01. Space Empires V General

Hi,

Currently playing the demo version, I was wondering whether it was possible to create component s to simulate several kinds of sensors, kind of as in SEIV.

For exemple:

Cloak type 1
Cloak type 2
Cloak type 3
Sensor type 1
Sensor type 2
Sensor type 3

If supposing that sensor type 1 is matter, type 2 spirit and type 3 visual, we could have the following:

Sensor can detect a ship if at least one of its sight for a type is higher than the corresponding cloak value.

Then the following scenarios:
Ship 1 has:
Level 2 type 1 cloak (small ship has little mass)
Level 4 type 3 cloak (almost-invisible ship)
Level 1 type 3 sensor (visual sight through space)

Ship 2 has:
Level 3 type 2 cloak (psychic crew shielding)
Level 3 type 2 sensor (psychic crew)
Level 1 type 3 sensor (visual sight through space)

Then
Ship 1 can see Ship 2 (visual)
Ship 1 cannot see Ship 1
Ship 2 can see Ship 2 (visual)
Ship 2 can see Ship 1 (psychic)

Any idea to create such things using current system (afraid not as it seem sonly one type of sensors/cloak)

Thanks for the suggestions... Smiling

‹ SE4 shipsets in SE5 Underground Satellites! ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Re: Sensor types

Submitted by Astroshak on Sat, 2007-05-19 23:35.

I wish that it wasn't just a case of "hit or miss" on cloaking - either they see you at any range within their scanners or they don't. Cloaking ought to play a part in combat and on the system screem, to reduce the range of detectability.

I wonder - is it possible to use a formula whereby the effective scanning level is reduced by 1 tech level per sector range? IE - Tachyon Scanners level 4 can see as a level 4 scanner in the sector the ship is in, a level 3 scanner for all 6 adjacent sectors, a level 2 scanner for the sectors 1 further out, a scanner level 1 at its max range? At least this would allow for a cloaked ship to sneak up - instead of someone with a level 21 tachyon scanner being able to see there's a ship with a 21 cloak 20 sectors away. A level 20 cloak ought to be able to hide the ship well enough to get as close as 1 sector in between him and the ship with the 21 tachyon scanners.

» login or register to post comments

Re: Sensor types

Submitted by jdunson on Mon, 2007-05-21 13:36.

Both Sphinx's and Astroshak's ideas makes logical sense and would be pretty interesting in human vs. human play, but I suspect it would make programming the AI even harder. I'd love to see these implemented, but they should be selectable options when creating a game.

I'm particularly interested in changes that can help us make different race types (organic, psychic, etc.) feel significantly different in play.

» login or register to post comments

Re: Sensor types

Submitted by Sir Spiff on Mon, 2007-05-21 13:49.

How would it be difficult in AI? The way I understand it, AI never uses cloaking, and it equips the best sensors it has whenever it feels like it.

» login or register to post comments

Re: Sensor types

Submitted by rahlubenru on Mon, 2007-05-21 14:55.

If that's how the AI handles the current ones think how much harder it would be to make the AI use the improved ones properly is what was being said

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Tweaking the planet art without going all the way to FQM
  • Shipsets, Empires, and dead AIs
  • Space Empires V 1.74
  • Research By Percentage SUCKS
  • Governmet mod/patch/addon

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • 25gig Install
  • "Waiting for player" Test
  • SEV6.jpg
  • ordnance
  • Misc questions concerning combat
(c) Strategy First, Inc. All rights reserved.