Author Topic: Crazy Idea Re: Turret Caps  (Read 16552 times)

Offline Fleet Unity

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Re: Crazy Idea Re: Turret Caps
« Reply #90 on: May 24, 2014, 02:19:01 pm »
When this is changed does this mean that all ships from all five expansions will be changed as well?
Yes.  Don't worry, this change by itself won't really impact much in a new game.  In old games most units that were damaged will be suddenly up to full health (so I'll need to make sure that doesn't happen to broken golems, heh) but that's about it.

Wow ok thanks, changing hundreds of ships.... :o  that is probably going to take awhile I assume well good luck with that!

Offline keith.lamothe

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Re: Crazy Idea Re: Turret Caps
« Reply #91 on: May 24, 2014, 02:36:46 pm »
When this is changed does this mean that all ships from all five expansions will be changed as well?
Yes.  Don't worry, this change by itself won't really impact much in a new game.  In old games most units that were damaged will be suddenly up to full health (so I'll need to make sure that doesn't happen to broken golems, heh) but that's about it.

Wow ok thanks, changing hundreds of ships.... :o  that is probably going to take awhile I assume well good luck with that!
Actually it's just a few lines at the end of unit definition that tells it to divide those values by 100 :)
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Offline Fleet Unity

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Re: Crazy Idea Re: Turret Caps
« Reply #92 on: May 24, 2014, 02:42:09 pm »
When this is changed does this mean that all ships from all five expansions will be changed as well?
Yes.  Don't worry, this change by itself won't really impact much in a new game.  In old games most units that were damaged will be suddenly up to full health (so I'll need to make sure that doesn't happen to broken golems, heh) but that's about it.

Wow ok thanks, changing hundreds of ships.... :o  that is probably going to take awhile I assume well good luck with that!
Actually it's just a few lines at the end of unit definition that tells it to divide those values by 100 :)

Ok that is good it sounded like it would have to be changed ship by ship that would have been a lot of work!! Also will any Fleet Ships have over 1 million health or attack anymore?

Offline Aklyon

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Re: Crazy Idea Re: Turret Caps
« Reply #93 on: May 24, 2014, 04:29:43 pm »
When this is changed does this mean that all ships from all five expansions will be changed as well?
Yes.  Don't worry, this change by itself won't really impact much in a new game.  In old games most units that were damaged will be suddenly up to full health (so I'll need to make sure that doesn't happen to broken golems, heh) but that's about it.

Wow ok thanks, changing hundreds of ships.... :o  that is probably going to take awhile I assume well good luck with that!
Actually it's just a few lines at the end of unit definition that tells it to divide those values by 100 :)
i can't tell if its how the game is built or just you being really good at the programming for AI War, but that sounds like a much simpler solution than I thought you'd have to do to edit the everyships. :)

Offline Lancefighter

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Re: Crazy Idea Re: Turret Caps
« Reply #94 on: May 24, 2014, 05:20:09 pm »
When this is changed does this mean that all ships from all five expansions will be changed as well?
Yes.  Don't worry, this change by itself won't really impact much in a new game.  In old games most units that were damaged will be suddenly up to full health (so I'll need to make sure that doesn't happen to broken golems, heh) but that's about it.

Wow ok thanks, changing hundreds of ships.... :o  that is probably going to take awhile I assume well good luck with that!
Actually it's just a few lines at the end of unit definition that tells it to divide those values by 100 :)
i can't tell if its how the game is built or just you being really good at the programming for AI War, but that sounds like a much simpler solution than I thought you'd have to do to edit the everyships. :)
At this point everything is held together by duct tape and bandages anyway... I think we are just one or two major releases away from complete disaster :D
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Offline Draco18s

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Re: Crazy Idea Re: Turret Caps
« Reply #95 on: May 24, 2014, 06:31:10 pm »
Ok that is good it sounded like it would have to be changed ship by ship that would have been a lot of work!! Also will any Fleet Ships have over 1 million health or attack anymore?

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Offline TechSY730

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Re: Crazy Idea Re: Turret Caps
« Reply #96 on: May 24, 2014, 06:45:59 pm »
That's a good point. Cutoffs for things like fusion cutter immunity and whatnot will need to be adjusted.

Offline Toranth

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Re: Crazy Idea Re: Turret Caps
« Reply #97 on: May 24, 2014, 09:05:34 pm »
Health is ok, the highest old:new ratio there being 100.1:1 (due to some other rounding rules), and none being lower than 100:1 (since nothing relevant had less than 100 health)
<snip>
49:1 for the NkI Zenith Polarizer because it has a 49 base attack which would become 1, which is actually a concern: if nothing else were done, this would be a 50% nerf to the zenith polarizer, because its base damage IS used (it's very low because it's multiplied by a function based on target armor).  But it's a simple fix: change base attack from 49*mk => 100*mk and change seconds-per-salvo from 2 => 4.

78:1 for the MkI Youngling Vulture because it has a 78 base attack which would become 1, which is worth fixing since it has a low base attack that is then multiplied by a function based on the target's lost health.  So just change base attack from 78*mk => 100*mk and change seconds-per-salvo from 5 => 6 (a 20% nerf for a 28% buff, but close enough)

98:1 for the MkII Zenith Polarizer, but that will be dealt with anyway by the change provoked by the MkIs
Perhaps I'm misunderstanding here, but would this be a 100% buff to the Mk I Polarizer, in terms of damage?  It went from 49->1 base damage per shot, but everything's health went 100->1.  So where it would have taken 2 shots(-ish) to kill something with 98 old-health, it would now take only 1 shot to kill the same target, that now has 1 new-health?

Although, the Polarizer is getting nerfed by a 10x factor if armor also gets cut by 100x - If I remember correctly, the Polarizer's multiplier is sqrt(Armor), and sqrt(Armor/100) = sqrt(Armor) / 10.


That's a good point. Cutoffs for things like fusion cutter immunity and whatnot will need to be adjusted.
Or just get rid of it entirely.  Is it *really* needed anymore, other than to render utterly impotent 2 of the 3 melee units?

Offline Draco18s

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Re: Crazy Idea Re: Turret Caps
« Reply #98 on: May 24, 2014, 09:23:19 pm »
Or just get rid of it entirely.  Is it *really* needed anymore, other than to render utterly impotent 2 of the 3 melee units?

To be fair, Vampire Claws are amazing compared to Cutlasses in basically every other way.

Offline onyhow

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Re: Crazy Idea Re: Turret Caps
« Reply #99 on: May 25, 2014, 12:28:14 pm »
Perhaps I'm misunderstanding here, but would this be a 100% buff to the Mk I Polarizer, in terms of damage?  It went from 49->1 base damage per shot, but everything's health went 100->1.  So where it would have taken 2 shots(-ish) to kill something with 98 old-health, it would now take only 1 shot to kill the same target, that now has 1 new-health?

Although, the Polarizer is getting nerfed by a 10x factor if armor also gets cut by 100x - If I remember correctly, the Polarizer's multiplier is sqrt(Armor), and sqrt(Armor/100) = sqrt(Armor) / 10.
If the formula is redone, then that shouldn't be a problem right?

Offline keith.lamothe

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Re: Crazy Idea Re: Turret Caps
« Reply #100 on: May 25, 2014, 01:05:50 pm »
Perhaps I'm misunderstanding here, but would this be a 100% buff to the Mk I Polarizer, in terms of damage?  It went from 49->1 base damage per shot, but everything's health went 100->1.  So where it would have taken 2 shots(-ish) to kill something with 98 old-health, it would now take only 1 shot to kill the same target, that now has 1 new-health?
You're correct, and I realized later in writing that that it was a buff, but forgot to go back and patch that up.


Quote
Although, the Polarizer is getting nerfed by a 10x factor if armor also gets cut by 100x - If I remember correctly, the Polarizer's multiplier is sqrt(Armor), and sqrt(Armor/100) = sqrt(Armor) / 10.
True, that will need to be scaled up.
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