I agree with a lot of what Krazikarl has to say (and because I'm a nobody, this should matter, right?). I was disappointed that Istari locked pacov's thread for the same reasons, it seems the offending comments should have been removed. However, I'm not a forum moderator, nor aware of SD's moderation policies. My stance will always try to be respective of our hosts. However, I also disagree in part with Krazikarl. Games focused on the teenage demographic, like FPSs and many RTSs tend
Ptarth
I looked into this and found that adding: "ClosingRadius = 9," to C:\Program Files\Stardock Games\Demigod\ddddgdata\units\heroes\HQueen\HQueenEnt_unit.bp seemed to have fixed the problem. My best guess to the problem is that the closingRadius defaults to the maximum weapon range (14 for the Shamblers) or to a default value (20 seems about right, distances are rather small and I didn't see the point in testing it that much). However due to the mathemetics involved in ca
For Stardock: What is the best and most useful way to make constructive suggestions to the developers about features and balance? How can the community help Stardock and Gas Powered Games to make Demigods better? Why is it that Gas Powered Games has become a seemingly invisible partner in Demigods development? (I'm guessing that is probably due to Supreme Commander 2) Is there anyway we can clean up the forums
mrlarone I tried putting together a formula like this too, and it started getting nasty quickly. First thing that comes to mind is that hull regeneration only kicks in once you damage the hull, which means shields have to drop first. Shield Mitigation calculations aren't simple unless you are under 12.5dps or have shield mitigation maxed. Partial calculations might require series, sums, or just a clever min/max formula. Ballpark numbers of the scout combat.
Updated the original post to account for the suggestions and comments. Bobucles I knew that, but apparently I didn't explain it. I hope that the edits make me make sense. Doesn't the Advent suffer because of the reduced total health, not just because of low hull. As I understand it, the most survivable ship would have a very low shield strength, a very high shield regeneration rate, a very high hull strength, low hull regeneration rate, and high armor. Once initial shiel
Combat Mechanics & Questions The following is all of the information I have collected for understanding the combat mechanics in Sins. I’ve noticed that many of these questions come up and clutter the board. Hopefully this may be of use to the community. <!--[
Short Answer: Yes. Long Answer: Note: This information taken from teleytea's previous post. Base Speed for a ship without engines Hyperdrive Technology: 1 Impulse Technology: 2 Hyperwarp Technology: 5 Basic Hyperdrive adds 1 unit of speed per engine. That means at the begining of the game, adding 1 hyperdrive increases speed by 100%, i.e. you move twice as fast. As technology increases the size of the engine and the speed each engine allow
Not in space. its all down hill, both ways all the time. I'm not even going to try to understand what you're trying to say... It's quite simple really. Mind you, I'm not sure what CaptainYar explanation really is, but my understanding is: In GC2 space, gravity is reversed. Thus objects (i.e. spaceships) weigh less than empty space. Therefore spaceships are always lighter and
Not much to add myself but: I ran some simulations and my analysis also supports the Wyndstar's claims that off-armor is being reduced before the square root is taken. I also agree with Wyndstar's position that fixing the mechanics so that all armor types are independently calculated and degraded would be most like how the combat system was described as working. Until it is adjusted to reflect how it was documented it seems unwise to change it further. And as previously state