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

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

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

Rechercher

Qui est en ligne

Il y a actuellement 1 utilisateur et 180 invités en ligne.

Utilisateurs en ligne

  • bauscho

Languages

  • English English
  • French French

Parcourir les archives

« December 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        
Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

New Cloaking Device

Image de Martock
Soumis par Martock le Jeu, 2007-02-08 15:57 SE:V MODs

Ok, I've been tossing around the idea of a new cloaking device, available to the Temporal Tech tree, creatively called the Temporal Cloaking Device. Basically it functions like the standard cloaking device but requires a Temporal Sensor mount to see it. What I would like to do is to see if there is a way to make it so that a high level Tachyon scanner could have the possibility of seeing a ship. Maybe give the Tachyon scanner a 25% chance of detecting a temporal cloaked ship, with a further 25% for every 1 level that the Tachyon scanner higher than the temporal cloaking device. At the limits of the tech tree, it would drop down to just a basic 25% chance per tachyon scanner to detect a TC vessel.

Can this be done?

I'm fairly certain I can whip up a temporal cloaking device but I don't know about being able to give a tachyon scanner a % to spot it.

‹ System Ships and warping Collapsing the Vehiclesizes.txt file... ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.
Image de ekolis
Mod Designer

Re: New Cloaking Device

Soumis par ekolis le Ven, 2007-02-09 08:35

Detection is all-or-nothing, sorry. You could have it give a really high level cloak in all areas but temporal, thus requiring a temporal sensor to see it, but then only players with temporal tech could see the ship when it's cloaked...

~~~
Check out the 21st Century Mod!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Badger

Re: New Cloaking Device ?detection

Soumis par Badger le Ven, 2007-02-09 09:17

martok and I discussed this earlier-
myself, i don't like the idea - thta s me - but am intrigued by the modding, implications, blah blah blah...
i said i could make the component but not necessarily give it any than ordinanry cloaking...
it wasn't until put that Baldly (eh, sorry, Ekolis)
that irealized the implication that detection IS all-or-nothing and that i disagree with thta.

I htink detection should be a chance of factors..
too complex?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Rilo57

Re: New Cloaking Device

Soumis par Rilo57 le Ven, 2007-02-09 09:30

I think the different kinds of scaners should have differnt effects, that a temporal scaner behaves just like a tacyon scaner is wrong.

maybe each type of scaner could have it's type of cloak that it finds best, but then the other types it's several levels lower at scanning for.

SEV, more than a feeling.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Badger

Re: New Cloaking Device> my mistake

Soumis par Badger le Ven, 2007-02-09 11:08

Just saw Rilo's comment b/cas i was en route here to report my error, oddly.

Actually, the cloak abilities CAN be set to different levels of difficulty vs. different modes of detection - so, until someone pops up on here to make fun of me for not know THAT ability doesn't work either Eye-wink

it would appear it IS possible to make a cloaking device that it would require temporal scanners to find.

Damn that tardis.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Martock

Re: New Cloaking Device

Soumis par Martock le Ven, 2007-02-09 17:13

ekolis wrote:
Detection is all-or-nothing, sorry. You could have it give a really high level cloak in all areas but temporal, thus requiring a temporal sensor to see it, but then only players with temporal tech could see the ship when it's cloaked...

Actually, Kryten, that is sorta the idea though I didn't want it to be uber powerful and hence the notion of giving tachyon scanners a chance to see through the temporal cloak. It may be an all or nothing notion right now but I am going to email Adam and see if he could perhaps add this type of code in. I think it could be useful for quite a number of other applications as well.

badger wrote:
I think detection should be a chance of factors... too complex?

I don't think it is really all that complex since you are merely giving the tachyon scanner the chance. I also don't think this would be really unbalanced for a multiplayer game. Say I have a fleet of 5 temporally cloaked ships and my opponent, lets call him possum, has a fleet of 4 ships, all of which have a tachyon scanner that is 1 level higher than my temporal cloaking device. There is a good chance that possums fleet will spot at least 1 of my ships since each scanner has to make a check against 5 ships.

Now, perhaps that aspect of it may be complex, I'm no programmer so I don't really know myself.

Rilo57 wrote:
I think the different kinds of scanners should have different effects, that a temporal scanner behaves just like a tachyon scanner is wrong.

maybe each type of scanner could have it's type of cloak that it finds best, but then the other types it's several levels lower at scanning for.

That could work but that would mean a lot more changes and additions as well. I'm not gonna say that this isn't a good idea but I think it might make things messier.

badger wrote:
Actually, the cloak abilities CAN be set to different levels of difficulty vs. different modes of detection - so, until someone pops up on here to make fun of me for not know THAT ability doesn't work either

I still think that doing this might make for a messier and more annoying balancing trick. Still, it might be the only way to proceed. Anyone got the email for MM? I'd like to throw in my idea to him.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de ekolis
Mod Designer

Re: New Cloaking Device

Soumis par ekolis le Ven, 2007-02-09 18:32

Sure, you can email Aaron (not Adam Eye-wink) at . He most likely gets tons of email about SE5 so don't feel bad if you get ignored - you just have to be persistent but not too annoying about it! Eye-wink

BTW, please ignore my first post, except for the part about cloaking being all-or-nothing - I forgot how cloaking works in SE5! I thought there were still five "cloak types" like there were in SE4; I forgot that there is now only one! Sad

HOWEVER... you could distinguish the sensor and cloak types by giving them various sensor-level and range parameters, as well as varying resource costs and special abilities - they don't HAVE to all be the same! You could for instance make temporal sensors more powerful than other sensors, being able to scan at twice the normal sensor level (reduce the max component level by half of course), but perhaps give then shorter range; you could also make the temporal cloak twice as powerful too (and remember to reduce the max level there, otherwise max temporal cloaked ships will be undetectable!)

Here's a simple sensor scheme I set up for the 21st Century Mod:
Basic Radar: 10 tons, short range, no anti-stealth, cheap
Anti-Stealth Radar: 30 tons, short range, anti-stealth, moderate cost
Long Range Radar: 30 tons, long range, no anti-stealth, moderate cost
Active Radar: 50 tons, long range, anti-stealth, high cost, defense penalty, cannot be used with stealth technology (you are broadcasting your position, negating any ECM or stealth!)
All sensors in this mod also provide an attack bonus; there are no dedicated Combat Sensors. So even if you have active radar, you might still want the other types too if you need precise shots, since the attack bonuses stack as long as you have more than one type of sensor!

~~~
Check out the 21st Century Mod!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Martock

Re: New Cloaking Device

Soumis par Martock le Ven, 2007-02-09 19:14

I like the sensor additions you've added in there. I'd still prefer to have the Combat sensors though...as they really are a dedicated system and the AI has no problems with using them. I don't know if the AI would understand that multiple sensors would benefit them.

As for the TCD, I really don't want to create a ton of overhead by adjusting everything else. I'm still under the impression it would be easier just to create the TCD and then request a code that would allow a percentage varible to determine success or failure. I don't think adding an extra line to the tachyon scanner would be as difficult a task as would creating a whole slew of new cloaking devices and modifiying them.

That said, it may in fact be the only way to do this. I don't really know. I'll be emailing ADAM (thanks...thought Aaron was wrong) later about this.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

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

Contenu populaire

Aujourd'hui :

  • Research By Percentage SUCKS
  • What does Environmental Resistance do?
  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • OK Ship Mod
  • Space Empires V

Depuis toujours :

  • 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

Dernier accès :

  • OK Ship Mod
  • X file conversion
  • SE:V v1.57 History
  • How to stop carriers
  • Weapons and damage
(c) Strategy First, Inc. All rights reserved.