GFM GToeroe
2008-06-16 07:46:25 UTC
Hi!
This is currently tested "behind the scenes":
Fixed: THe code in targetting which tries to "smell" the opponents
weaponary was not working correct
Fixed: Ship did not obey correctly their retreating order.
Changed: hconfig parameter FighterBeam|MissileDivisor produce default
strength at a value of 100. This parameter now influcences the wing
fire at all target types.
Fixed: Code let the missiles use the beam strength when trying to
penetrate enemy fighter armor
Changed: Put the limit of max 30 kills per SC shot after the first x
RND calcuation and before sand shields and EE/Bot bonuses are
executed. This exotic and bonuses now have again a meaning for all
wing sizes. Set the good odds for blast of a SC when penetrating
fighter armor back to 10
Modified: FighterBeam|Missile 15%|30% weapon strength boost
Fixex: Objects in strike thru attacked too early in the first attack
run. This is now fixed.
Modified: Objects in flee/peel off mode should now avoid better the
flight target. When hiding at the center Objects now change randomly
the direction of rotation.
Fixed: THe code didn't treated anti fighter setting correctly
Changed: Wings are now considered as charged if there is enough energy
to fire a desired number of salvos. The hconfig parameter
FiringFighterDivisor is the maximum number of fighters per type which
are allowed to fire per tick. This is one salvo. If missiles types
have not enough ammo anymore to fire this number of salvos but enough
energy to fire the remaining ammo then they are also regarded as
charged. If the number of desired salvos needs more energy than the
battery can hold then the type is also regarded as charged. If a type
has not enough ammo to fire a missile then it is handled as missile
less type. A wing waits until it can fire 5 missile salvos or 50 beam
salvos.
Changed: Made it so that Junk pods will have orbital thrusters enabled
and if Scavenged by ship, will dock to the ship.
New: Sandcaster spread fire: A sandcaster fires at all 10 targets of
the target list until it has fired at the first ship or the limit of
30 destroyed fighters per type is reached for all types.
New: Mobility for stations added: Hulls with hull speed = 0 or engine
count = 0 get a vurtual hull speed of 9 and a very low acceleration.
They are then less mobily than the slowest EE hulls.
Modified: Modified Wings will earlier try to stay away from targets
when in peel off mode due to the gatling phasor as new possible threat
Modified: The presence of missile weapons lets wings fire at max range
(but not more than 450). With no missile weapons the wing starts fires
if all weapons are in range(but not more than 450).
Modified: Changed the pure Sqr vcr ord dependency on the ord capacity
of a fighter type to a mixed linear/sqr function. Small ord capacities
take most profit from this:
' ord old new ratio
' 1 1,0 2,0 2,0
' 2 1,4 4,0 2,8
' 3 1,7 6,0 3,5
' 4 2,0 8,0 4,0
' 5 2,2 9,0 4,0
' 6 2,4 9,4 3,8
' 7 2,6 9,7 3,7
' 8 2,8 10,0 3,5 (Priv T3)
' 9 3,0 10,2 3,4
' 10 3,2 10,4 3,3 (Stormer T3)
' 11 3,3 10,6 3,2
' 12 3,5 10,8 3,1
' 13 3,6 11,0 3,1
' 14 3,7 11,2 3,0
' 15 3,9 11,3 2,9 (Bird T3)
' 20 4,5 12,0 2,7
' 50 7,1 14,8 2,1
' 100 10,0 17,8 1,8
' 250 15,8 23,7 1,5
' 500 22,4 30,3 1,4 (EE T3)
So small ord capacities gets 2-4 times more vcr ord than before and
even the EE T3 gets 40% more vcr ord.
GFM GToeroe
This is currently tested "behind the scenes":
Fixed: THe code in targetting which tries to "smell" the opponents
weaponary was not working correct
Fixed: Ship did not obey correctly their retreating order.
Changed: hconfig parameter FighterBeam|MissileDivisor produce default
strength at a value of 100. This parameter now influcences the wing
fire at all target types.
Fixed: Code let the missiles use the beam strength when trying to
penetrate enemy fighter armor
Changed: Put the limit of max 30 kills per SC shot after the first x
RND calcuation and before sand shields and EE/Bot bonuses are
executed. This exotic and bonuses now have again a meaning for all
wing sizes. Set the good odds for blast of a SC when penetrating
fighter armor back to 10
Modified: FighterBeam|Missile 15%|30% weapon strength boost
Fixex: Objects in strike thru attacked too early in the first attack
run. This is now fixed.
Modified: Objects in flee/peel off mode should now avoid better the
flight target. When hiding at the center Objects now change randomly
the direction of rotation.
Fixed: THe code didn't treated anti fighter setting correctly
Changed: Wings are now considered as charged if there is enough energy
to fire a desired number of salvos. The hconfig parameter
FiringFighterDivisor is the maximum number of fighters per type which
are allowed to fire per tick. This is one salvo. If missiles types
have not enough ammo anymore to fire this number of salvos but enough
energy to fire the remaining ammo then they are also regarded as
charged. If the number of desired salvos needs more energy than the
battery can hold then the type is also regarded as charged. If a type
has not enough ammo to fire a missile then it is handled as missile
less type. A wing waits until it can fire 5 missile salvos or 50 beam
salvos.
Changed: Made it so that Junk pods will have orbital thrusters enabled
and if Scavenged by ship, will dock to the ship.
New: Sandcaster spread fire: A sandcaster fires at all 10 targets of
the target list until it has fired at the first ship or the limit of
30 destroyed fighters per type is reached for all types.
New: Mobility for stations added: Hulls with hull speed = 0 or engine
count = 0 get a vurtual hull speed of 9 and a very low acceleration.
They are then less mobily than the slowest EE hulls.
Modified: Modified Wings will earlier try to stay away from targets
when in peel off mode due to the gatling phasor as new possible threat
Modified: The presence of missile weapons lets wings fire at max range
(but not more than 450). With no missile weapons the wing starts fires
if all weapons are in range(but not more than 450).
Modified: Changed the pure Sqr vcr ord dependency on the ord capacity
of a fighter type to a mixed linear/sqr function. Small ord capacities
take most profit from this:
' ord old new ratio
' 1 1,0 2,0 2,0
' 2 1,4 4,0 2,8
' 3 1,7 6,0 3,5
' 4 2,0 8,0 4,0
' 5 2,2 9,0 4,0
' 6 2,4 9,4 3,8
' 7 2,6 9,7 3,7
' 8 2,8 10,0 3,5 (Priv T3)
' 9 3,0 10,2 3,4
' 10 3,2 10,4 3,3 (Stormer T3)
' 11 3,3 10,6 3,2
' 12 3,5 10,8 3,1
' 13 3,6 11,0 3,1
' 14 3,7 11,2 3,0
' 15 3,9 11,3 2,9 (Bird T3)
' 20 4,5 12,0 2,7
' 50 7,1 14,8 2,1
' 100 10,0 17,8 1,8
' 250 15,8 23,7 1,5
' 500 22,4 30,3 1,4 (EE T3)
So small ord capacities gets 2-4 times more vcr ord than before and
even the EE T3 gets 40% more vcr ord.
GFM GToeroe