tachyon and ionic mines |
Unlike regular mines which only blow up how many it takes to destroy a ship, tachyon and ionic mines all blow up regardless of how many it actually takes to destroy weapons/engines. I have level 17 warheads, my mines hold 10 warheads each (5 tachyon and 5 ionic), each warhead does aprox. 130 damage so that is 650 dmg to engines and weapons alike. It should only take 2 or 3 maybe 5 at most to stop a ship in its tracks. I had 15-20 mines on a warp point, one ship came through, and all my mines are gone (enemy ship does not have sweeper). The mines wored, the ships engines and weapons are 100% damaged, but It shouldn't blow all of them up, only as many are required to take out engines and weapons. I know it shouldn't tke all of them also because earlier in this game, I had just begun mining way points, I had 4 mines (lower level than they are now) on a way point, when 4 ships came through. The mines stopped one ship dead in the water and destroied half of the engines/weapons on 2 of the ships. So you can't tell me that I takes 20 higher level mines to stop just one ship. God I love this game but there are so many freakin glitches, someonw needs to slap the testers who worked on this game, if there were any.
Re: tachyon and ionic mines
I haven't actually tested this, but have you considered making a additional strategy to engine destroying mines, which has then stop attack when enemy has lost all engines? I mean you can set the mine strategy, and you can in that strategy set the attack amount to "All engines destroyed".
Same can be done with anti-weapon mines I guess. Does this work?
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You can control mine targeting?

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No, you cannot specify targets for mines as is. The issue is merely how mines currently work. They keep exploding if there's something left to hit - whether they do real damage or not. No strategy can change this.

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There's a relatively easy workaround - just place a normal warhead on each of the specialty mines or add a few regular mines. You'll still have plenty of specialty damage, and the regular warheads protect against single or small groups of ships wiping out all the mines.

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Balance mod question - when several ships enter a mine field (of whatever type), is the damage caused by said mines spread out amongst the ships, or do mines tend to concentrate on one ship at a time?
I've never really played around too much with the specialty warheads, but in the current all AI vs me game I'm playing, one of the AIs has a pretty good amount of weapons' tech that I want to get my hands on. I figure disabling the engines of a small fleet as it traverses a warp point would be a good way to get them to sit still while I hit them with toxic injectors and boarding parties. But only if the damage is spread out, instead of blasting the heck out of only one ship.

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Well, that blows my idea out of the water. Oh well.
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Everytime I see MondoMage's avatar I feel like I'm going to get pecked at. 
I'd like to see mines intellegent enough to be selective or have a priority list. To balance it out we can make them easier to sweep.
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They're too easy to sweep as is....
But yes, mines need a feature for checking to see if they can damage a target.
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I took my nephew to the Zoo awhile ago and we were feeding the birds (Emu's perhaps, Ostrich's probably) and one of them grabbed the bag of feed out of my hand and swallowed the whole thing.

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In the next SE5 patch, mines will only explode if they can do damage.

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Oooh! New patch? When? When?
And back to the subject at hand, I take this to mean that - in the case of special warheads - that mines with, say, engine-damaging warheads won't throw themselves at a ship after all the engines have been taken out? That's wonderful - and will add a bit more strategy to mines and such.

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If a mine cannot damage a target, it will not explode. So no more engines to damage, no more ionic mines will explode etc.
The next patch will be out when its ready. There's no scheduled date that I know of.

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Heh. I ran across the original image a ways back while idly browsing the 'net. Can't even remember where I found it. But I took one look at it (in a much larger size) and couldn't help but smile. So I made it my avatar.
Recently came across another one. I think it's funnier than heck, but some disagree.
I'll leave it to you to make any obvious connections. And I don't know why, but every time I see that image, I laugh. Perhaps it's inappropriate, but I can't help it.
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Hey minifigs are serious business. I read Irregular Webcomic! every day, there are some great Eddie Izard minifig videos on youtube, and last night's epsiode of Deathnote used minifigs to represent the suspects.
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The amount of what seems to be insider info Capt Kwok has never ceases to amaze me. 
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The new one looks like its going to shoot at me. 

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The new one looks like its going to shoot at me. 
I know. Ain't it cool? I just wish the avatars could be a bit bigger - there's a lot of little details to the bugger that don't quite show up on a 85x85 pic. Of course, it could also be that I'm using such a large screen to view it.
Not to go wildly off topic or anything, but I just can't believe how worked up people on the news boards are getting over a silly customized LEGO figure. It really makes me wonder what the world's coming to.
It would make for an amusing intel project result, however - "Sire, we have introduced a bandit doll into the target planet's toy franchise. The population has begun to riot as a result."
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LEGOs already took over the world a long time ago. 




Re: tachyon and ionic mines
I wouldn't call this a bug, but rather a side effect of how mines work in SE5. All mines will try and destroy a target if possible. Usually with regular warheads, either you run out of mines or your enemy runs out of ships. However, with special warheads, the ships are not usually destroyed and therefore can still trigger additional mines...
That said, a change is probably in order for 'smart' mines. If a mine cannot damage an existing target, then it should not detonate.
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