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Game Mechanics Question and Answer Thread |
*FTL*Soulless Marshal
Joined: June 25, 2010 Posts: 787 From: Dres-Kona
| Posted: 2012-06-01 21:50  
Before the map change how was it decided where an entity would spawn and what type?
Also just for giggles is are they going to be readded?
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2012-06-10 22:34  
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On 2012-06-01 21:50, Soulless. wrote:
Before the map change how was it decided where an entity would spawn and what type?
Also just for giggles is are they going to be readded?
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23:28:10 Shigernafy: "my inability to load the resourcer prevents me from verifying this or making sure all the details are included"
23:29:55 Shigernafy: "but the short answer is that we basically add "spawners" to the map; they're set to a certain coordinate and then you can specify frequency of triggering a spawn"
23:30:49 Shigernafy: "and then whenever that trigger occurs, what things to pick from to spawn, as well as the odds of them spawning. So you could say every minute, there's a 50% chance of a gaifen, 10% chance of an EE, and 90% of a bowl of petunias"
23:31:28 Shigernafy: "and then you also set a radius, so whatever shows up does so somewhere randomly within that zone defined by the radius and the coordinates"
23:32:07 Shigernafy: "I don't think they were removed because we didn't want gaifen.. more that the map didn't have them and nobody bothered to add them"
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2012-06-10 22:35  
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On 2012-05-22 07:33, Brahmastra wrote:
what does the deathbeam actually do?
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It does death!
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2012-06-10 22:49  
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On 2012-05-22 07:33, Brahmastra wrote:
how do MI ships decide that its time to deathbeam some poor shipyard planet?
what does the deathbeam actually do?
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I can't seem to find the AI code to determine what the prioritization code looks like. But the beam is basically just all types of damage wrapped into a thin stream of genocide. It is classified as a bomb weapon, so the AI will use it against planets (though technically it can be used on players too, or even as PD). And when it is used, it just causes a lot of BIO damage (killing population) and PLANET damage (damaging structures).
I'll update this post to answer the first question whenever I can find the answer. (Though generally speaking, I think it just happens to be on certain ships and when those ships are spawned, the AI tries to find targets. Since it has a bomb weapon on board, planets are fair game. And I think higher stats on planets makes them more appealing for AI attacks of any sort, death beam or no.)
UPDATE: From what I can tell of the AI prioritization code, all ships basically calculate a "value" for all potential targets in their zone. For Planets, this starts with a basic value calculation and then there are a handful of modifiers that apply based on some details of the target. But the basic calculation starts with: baseValue() + (population() * 1000) + (structureCount() * 5000).
Then this value is subtracted by half the distance to the planet, so that Terrans far far away don't have time wasted on them when tasty Barrens are nearby.
Then three multipliers are added to the planet being evaluated: first, if the planet is already in the process of being captured by the AI faction, it gets a 10x value bonus. Second, if it is blockaded, it gets a 1.5x bonus. And if it has a shipyard, it gets a double bonus.
Then basically the best planet by that score wins.
Got it? [ This Message was edited by: Shigernafy on 2012-06-10 23:06 ]
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-06-10 23:29  
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On 2012-06-10 22:49, Shigernafy wrote:
And when it is used, it just causes a lot of BIO damage (killing population) and PLANET damage (damaging structures).
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It doesn't seem to damage structures anymore, all it does is wipe the population. Could something have broken in the code?
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2012-06-11 03:04  
damage to structures would happen if the beam impacts a structure.
most of the structures are built on the top or bottom. only unlucky solar generators or random moving infantry would get hit.
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Enterprise Chief Marshal
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2012-06-11 18:39  
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Then basically the best planet by that score wins.
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Or rather, loses.
-Ent
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-06-11 21:58  
A strange game, the only winning move is not to be a planet
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µOmniVore Grand Admiral
Joined: September 13, 2006 Posts: 171
| Posted: 2012-06-17 11:49  
my question is, is it better to fire all weapons at once3 or steam them in a series of attacks
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2012-06-18 10:41  
what are the AoE damage ranges for the 11 types of missiles?
when calculating damage done to planet shields by bombs, is the PD% of the planet also taken into account?
[ This Message was edited by: Raje on 2012-06-19 03:23 ]
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-06-18 23:00  
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On 2012-06-17 11:49, µOmniVore wrote:
my question is, is it better to fire all weapons at once3 or steam them in a series of attacks
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What defines "better" for you?
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-06-18 23:08  
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On 2012-06-18 10:41, Raje wrote:
what are the AoE damage ranges for the 11 types of missiles?
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Tier 1:
Anti-Radar: 1750 + rand(900), splash of 14 gu radius
Peregrine: 2090 + rand(1040), splash of 14 gu radius
Sparrow: 2340 + rand(1210), splash of 16 gu radus
Tier 2:
Raptor : 3500 + rand(1800) , splash of 18 gu radius
Ion Tracker: 4150 + rand(2200), splash of 19 gu radius
Pheonix: 4400 + rand(2400), splash of 20 gu radius
Tier 3:
Linear Drive: 7000 + rand(3600), splash of 21 gu radus
Proton Cruise: 7800 + rand(4000), splash of 22 gu radius
Harpex: 8500 + rand(4300), splash of 23 gu radius
K'luth
Psionic: (Level * 1900) + rand(Level * 1900), splash of 8 + (level * 1.25) gu radius
Shroud: 250 + (level * 1350) + rand(250 + (Level * 1350) ), splash of 10 + (level * 1.5) gu radus
[ This Message was edited by: Fattierob on 2012-06-18 23:09 ]
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Subtilizer Grand Admiral Faster than Light
Joined: February 20, 2010 Posts: 122
| Posted: 2012-06-20 13:39  
Does a collision with a planet affect the killed stat?
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2012-06-20 14:49  
Go into beta and ram a planet to find out.
_________________ Adapt or die.
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2012-06-20 21:08  
It kills you, doesn't it?
Kills doesn't count against you; Planet Collisions does. So there's no harm in "double counting." Kills includes every death, no matter the cause.
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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