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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 06-08-2010, 10:20 PM
Trucidation
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Yes Rastix, but if the XML schema files weren't hardcoded this needn't be the case. I might be wrong on that last bit though, iirc Nanaki mentioned something about needing to edit them for custom perks.

Edit:
I'm doing a hella lot of editing on this forum, lol. But I dislike multiposting, it just looks messy.

Anyway... just some figures on missile jamming and effective antijamming values. Here's a quick recap of the formula in \Data\Scripts\AI\JamRocket.script:
Code:
function JamRocket(jamPower, antiJammer)
	local pomeha = jamPower + 10 - RAND(30);
	return pomeha > antiJammer;
end;
Basically we're given a 1 in 30 chance against the difference between an ECM/ACS's jamming value versus a missile's antijamming. That function takes in the jamming and anti values, and simply returns true or false.
Code:
(jam 10)
at anti 10 --> 20-X>10 for (0-9 out of 30) i.e. 33%
jam 10 fails for all anti 20+

(jam 20)
at anti 10 --> 30-X>10 for (0-19 out of 30) i.e. 66%
at anti 20 --> 30-X>20 for (0-9 out of 30) i.e. 33%
jam 20 fails for all anti 30+

(jam 30)
at anti 10 --> 40-X>10 for (0-30) i.e. 100%
at anti 20 --> 40-X>20 for (0-19 out of 30) i.e. 66%
at anti 30 --> 40-X>30 for (0-9 out of 30) i.e. 33%
jam 30 fails for all anti 40+

(jam 40)
at anti 20 --> 50-X>20 for (0-30) i.e. 100%
at anti 30 --> 50-X>30 for (0-19 out of 30) i.e. 66%
at anti 40 --> 50-X>40 for (0-9 out of 30) i.e. 33%
jam 40 fails for all anti 50+
Missile antijamming and a jammer of the same level equates to a 1-in-3 chance, and each point of jamming roughly adds 3.3% effectiveness.

We have 5 levels of antijamming on missiles, starting from 0 (no antijamming), 10, 20, 30, and 40. The alien missiles and torpedoes are rated 50 btw so technically they're supposed to be unstoppable. As you can see, anything rated 2 levels below (ECM/ACS=40 versus missile antijamming=20) is always countered, and anything 1 level above (ECM/ACS=20 versus missile antijamming=30) always passes.

So with the best antijamming equipment (rating 40), you'll always stop at least 3 classes of missiles (no jam, 10, and 20), 1 in 3 chances of getting hit by a missile rated 30, and 2 in 3 chances of getting hit with a missile rated 40.

Hmm, the figures aren't bad. Not too strong, and not useless.

Last edited by Trucidation; 06-09-2010 at 04:03 AM.
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  #2  
Old 06-09-2010, 09:00 AM
Rastix Rastix is offline
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Don't forget about tech perk and their modifiers
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  #3  
Old 06-09-2010, 09:27 AM
Trucidation
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Yeah, this is just the function for the base values so that players have some idea how well the perk-less enemies they fight against fare.

Edit:
Just found another amusing picture, perhaps someone might want to use it for a pilot portrait...
Attached Images
File Type: jpg avatar_money.jpg (11.1 KB, 20 views)

Last edited by Trucidation; 06-09-2010 at 01:15 PM.
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  #4  
Old 07-31-2011, 03:27 PM
hwfanatic hwfanatic is offline
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Join Date: Jul 2010
Posts: 1
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Quote:
Originally Posted by Trucidation View Post
Anyway... just some figures on missile jamming and effective antijamming values. Here's a quick recap of the formula in \Data\Scripts\AI\JamRocket.script:
Code:
function JamRocket(jamPower, antiJammer)
	local pomeha = jamPower + 10 - RAND(30);
	return pomeha > antiJammer;
end;
Basically we're given a 1 in 30 chance against the difference between an ECM/ACS's jamming value versus a missile's antijamming. That function takes in the jamming and anti values, and simply returns true or false.
Code:
(jam 10)
at anti 10 --> 20-X>10 for (0-9 out of 30) i.e. 33%
jam 10 fails for all anti 20+

(jam 20)
at anti 10 --> 30-X>10 for (0-19 out of 30) i.e. 66%
at anti 20 --> 30-X>20 for (0-9 out of 30) i.e. 33%
jam 20 fails for all anti 30+

(jam 30)
at anti 10 --> 40-X>10 for (0-30) i.e. 100%
at anti 20 --> 40-X>20 for (0-19 out of 30) i.e. 66%
at anti 30 --> 40-X>30 for (0-9 out of 30) i.e. 33%
jam 30 fails for all anti 40+

(jam 40)
at anti 20 --> 50-X>20 for (0-30) i.e. 100%
at anti 30 --> 50-X>30 for (0-19 out of 30) i.e. 66%
at anti 40 --> 50-X>40 for (0-9 out of 30) i.e. 33%
jam 40 fails for all anti 50+
Missile antijamming and a jammer of the same level equates to a 1-in-3 chance, and each point of jamming roughly adds 3.3% effectiveness.

We have 5 levels of antijamming on missiles, starting from 0 (no antijamming), 10, 20, 30, and 40. The alien missiles and torpedoes are rated 50 btw so technically they're supposed to be unstoppable. As you can see, anything rated 2 levels below (ECM/ACS=40 versus missile antijamming=20) is always countered, and anything 1 level above (ECM/ACS=20 versus missile antijamming=30) always passes.

So with the best antijamming equipment (rating 40), you'll always stop at least 3 classes of missiles (no jam, 10, and 20), 1 in 3 chances of getting hit by a missile rated 30, and 2 in 3 chances of getting hit with a missile rated 40.

Hmm, the figures aren't bad. Not too strong, and not useless.
I realize it is a somewhat old discussion, but i have a few points to add to it. The above calculations are valid only if jamPower/antiJammer=1 which means both attacker and defender have the same skill. Figures go wild when you account different skill ratios. For example:

1) Equal skill (chance of deflection):
Code:
1	0	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	
10	1	1	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	32.26
20	1	1	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	32.26
30	1	1	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	32.26
40	1	1	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	32.26
2) Defender better at ECM than attacker at missiles by factor of 1.25 (chance of deflection):
Code:
1.25	0	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	
10	1	1	1	1	1	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	41.94
20	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	48.39
30	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	58.06
40	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	64.52
3) Attacker better at missiles than defender at ECM by factor of 1.25 (chance of deflection):
Code:
0.8	0	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	
10	1	1	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	25.81
20	1	1	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	19.35
30	1	1	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	12.90
40	1	1	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	6.45
Figures show that if you're more skilled than your opponent you will benefit more from later generation of modules you're using. Remember, both the attacker and defender are using the same generation of modules. So the resulting chances should be the same across generations IMHO. In conclusion I think the formula should be adjusted to compensate. Also it explains why later in the game most enemy missiles get deflected and most of my missiles hit. Any suggestions?

Last edited by hwfanatic; 07-31-2011 at 03:36 PM.
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  #5  
Old 06-05-2012, 10:02 AM
DracoDruid DracoDruid is offline
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Posts: 1
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Hello everyone (anyone?),
I just recently realized, that SW3 actually existed and had to get my hands on it.
I already modded SW1 (which I really enjoyed modding and playing) and am eager to do the same with SW3.
I just stumbled upon an annoying problem and I hope some of you can help me out:

Okay I admit I was lazy and did not read through all 34 pages, but I'll ask anyway:


Did anyone found out how to add additional Hero-Specializations to the selection?


I could never figure that out, so I simply replaces the standard hero pilot with my custom pilot/skill tree in the "InitTeamScript.script".

But oddly, the hero pilot isn't added in there anymore, and I couldn't yet figure out where it is done.



Thanks to all of you, one way or another.

Last edited by DracoDruid; 06-05-2012 at 10:09 AM.
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