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

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  #331  
Old 07-31-2011, 03:27 PM
hwfanatic hwfanatic is offline
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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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  #332  
Old 08-04-2011, 11:09 AM
tchan5158 tchan5158 is offline
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Join Date: Aug 2011
Posts: 1
Default Modding Raptor speed

Hi yall

I've went through SW1 and 2's carcasses file to change Raptor_pl0's speed, armor, energy, maneuverability, and steering power, but encountered a problem when attempting to plug in the same numbers in SW3.

When the ship engages in combat, it gets close to the enemy, attempts to attack, but then speeds off at max speed (7000) until it disappeared from my local camera view. =( It returns later on to resume the attack but it barely shot off more than a few rounds until it speeds off again.

Raptor's stats:
<max_speed>70</max_speed>
<maneurability>50</maneurability>
<steering_power>5000</steering_power>

I don't think the other stats that I've changed would affect this weird speeding off behavior. I tried putting the speed to only 25, but even at that, it speeds off while attacking, but doesn't go as far as 70

I also tried increasing the mass to 80000, but it still did that speeding behavior. I was hoping the mass would weigh it down, since I use the same numbers for speed on my Mothership_arba, and she handles like a dream.

Thanks for any replies
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  #333  
Old 08-05-2011, 06:08 AM
Goblin Wizard Goblin Wizard is offline
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Posts: 508
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All parameters are much too high for any ship. Check the other ships. None of the fighters in SW3 has more than 15 speed or maneuverability. AI can't handle speeds like 70 or 50 maneuverability.
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  #334  
Old 10-04-2011, 05:10 PM
Sing_In_Silence Sing_In_Silence is offline
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Edit:
This part is now irrelevant. See below.

So, as part of my effort to rebalance combat in SW3 (since I have no idea how to go about rebuilding it), I've come to meddle with the weapons, and I need to get a common measurement of damage over time.

I'd been fairly pleased with how I got it atm (zipped .xls included; contains original and modified carcass and module infos, for any who care.
Note: I haven't gotten around to tinkering with corvettes, MSes or MS-gear), but I haven't done comprehensive testing yet, and then I discovered that how I thought weapons work, isn't.
Oh. Ow.


The terms of relevance, tmk, are Recharge Rate, Rate of Fire Burst and (under 'Bullet') Damage.

Damage is obvious.

Burst as well. Each time the criteria for firing are met, it fires # projectiles in a burst, where #=Burst value. Duh? Alright, onwards.

Recharge Rate is a cooldown. If firing criteria are met in less time than the RR, it won't fire. That simple.

Where I'm stuck is what exactly Rate ot Fire is.
(And if you know how RoF is calculated, that'd be a plus :p)

~ Irrelevance ends here ~

I messed with it shortly this morning, and all I can figure thus far is that it's not part of the displayed RoF in the weapon info.
I thought it might be the spacing between shots in a burst, but I can't substantiate that.


Edit: so, update.
In the above-
A) every single instance of RoF should be RR aside from the calculation question.
B) both are used in the RoF formula.
I can only plead industrial fatigue.

For any interested, RoF (in the weapon tooltip) is: 60*Burst/(RR+RoF).


I'm glad to say that the weapon rebalance is now taking on a shape.
A rock-paper-scissors sort of shape, but that's okay too.

Lasers and plasmas are high single hit damage, miniguns are low single damage but high DoT, and p.lasers and Cannons are somewhere inbetween.


I've been considering standardizing base fighter speed (to, say, 1), and create a set of moving_force_ratio-modifying 'engine's to actually determine your ship's speed.

Three problems.
* I can't limit this, so there's nothing stopping you from putting the best one in every ship.
Maybe I'll put some thought into disincentives, i.e. built-in maluses.
* will almost neccesitate adding another system slot to every ship, and I haven't gotten a sufficient hang of modding the gui yet.
* will ABSOLUTELY require that I manually mod every single ship in shipdescriptions.xml, and lord knows where else.
I'm not up to that right now.


Oh, and I added a Smilodon mk2 (lower maxspeed, higher manuverability, 1 extra system).
Can't get it to sell, for some reason, so I patched it into GW's maintenance station script.
That'll do for now.
Attached Files
File Type: zip Star Wolves 3 ships.zip (10.0 KB, 57 views)

Last edited by Sing_In_Silence; 10-06-2011 at 06:41 PM.
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  #335  
Old 05-07-2012, 02:15 PM
epicfatman epicfatman is offline
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Posts: 1
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hello all

havin a little trouble with InitTradeSystem:

basically, i edit the values with notepad then save to desktop then replace old with new via drag and drop. i did open FloodTradeStations, but just for references, the actual code made the glaze on my eyes glaze over.

now, i only changed the ships for the SI shop ( to see what value is what ship ), but yet randomization has stopped and any missiles present on the station reaches ludicrous levels and beyond (IE: 1st trade with station, all is fine. 2nd its something like 123000000, 3rd its 2460000000 etc.), my missiles have been modded for a higher count ( basically added a 0 to the ammo count (so a dumbfire is now 160 instead of 16) )

where does the problem lie?

EDIT: woops, ignore this folks jumped the gun. apparently placid station gets abit wonky if you try to trade with it more than once before you leave the system. all is good.

Last edited by epicfatman; 05-08-2012 at 12:00 AM. Reason: figured it out
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  #336  
Old 06-05-2012, 10:02 AM
DracoDruid DracoDruid is offline
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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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  #337  
Old 04-10-2014, 06:22 AM
Neo Genesis Neo Genesis is offline
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Smile

Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
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  #338  
Old 04-10-2014, 10:42 AM
Simbal Simbal is offline
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Quote:
Originally Posted by Neo Genesis View Post
Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
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  #339  
Old 04-14-2014, 03:37 PM
Neo Genesis Neo Genesis is offline
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Quote:
Originally Posted by Simbal View Post
You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
Thanks for the Advice 1 more thing in Editing Weapons Rate of fire,Damage & Other Things What's the Difference with TPLC1 & TbPLC1

<TurretModule name="TPLC1">
<short_name>#M_Name_TPLC1</short_name>
<hint>#M_Hint_TPLC1</hint>
<short_desc>#M_SDesc_TPLC1</short_desc>
<long_desc>#M_LDesc_TPLC1</long_desc>
<mesh_name>En_Turret_BG10</mesh_name>
<flat_image>En_Turret_BG10</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>51000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>0.5</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.01</dispersion>
<min_distance>10</min_distance>
<max_distance>85</max_distance>
<rate_of_fire>1</rate_of_fire>
<burst_count>1</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
<BulletParams>
<damage>40</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>3</sfx_index>
</BulletParams>
</TurretModule>



&



<TurretModule name="TbPLC1">
<short_name>#M_Name_TPLC1</short_name>
<hint>#M_Hint_TPLC1</hint>
<short_desc>#M_SDesc_TPLC1</short_desc>
<long_desc>#M_LDesc_TPLC1</long_desc>
<mesh_name>En_Turret_BG10</mesh_name>
<flat_image>En_Turret_BG10</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>51000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>3</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.01</dispersion>
<min_distance>10</min_distance>
<max_distance>85</max_distance>
<rate_of_fire>1</rate_of_fire>
<burst_count>3</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
<BulletParams>
<damage>40</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>3</sfx_index>
</BulletParams>
</TurretModule>
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  #340  
Old 04-15-2014, 12:27 AM
Simbal Simbal is offline
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For editing Fire-Rate and Damage:
Code:
*Note: Both are important for the firerate: recharge_time and rate_of_fire
RED = Firerate Stuff
GREEN = Damage Stuff
	<TurretModule name="TLC3">
		<short_name>#M_Name_TLC3</short_name>
		<hint>#M_Hint_TLC3</hint>
		<short_desc>#M_SDesc_TLC3</short_desc>
		<long_desc>#M_LDesc_TLC3</long_desc>
		<mesh_name>En_Turret_M82_Daga_T</mesh_name>
		<flat_image>En_Turret_M82</flat_image>
		<hit_points>20</hit_points>
		<mass>100</mass>
		<disable_trade/>
		<cost>84000</cost>
		<technology/>
		<attach_type>ALL_SHIPS</attach_type>
                <recharge_time>2</recharge_time>
		<viewing_angle>10</viewing_angle>
		<dispersion>0.01</dispersion>
		<min_distance>10</min_distance>
		<max_distance>95</max_distance>
         	<rate_of_fire>1</rate_of_fire>
		<burst_count>1</burst_count>
		<azimuth_rotation_speed>60</azimuth_rotation_speed>
		<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
		<BulletParams>
                        <damage>130</damage>
                        <bullet_length>1</bullet_length>
                        <speed>100</speed>
                        <damage_type>LASER</damage_type>
			<graph_type>LASER</graph_type>
		        <sfx_index>0</sfx_index>
		 </BulletParams>
	</TurretModule>
As for the Diffence, the TBPLC one has an larger Recharge time, but i don't know for what the TB Actually stands for...
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