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in the original game is one of the reason of the powerful of the darglans fleet
at first time when you ascend to great admiral
they have multihead missille, and you don´t have it
you can´t defent planet with spacestation and fighters for this reason... the
darglans come, no damage from bombs, but if you have some fighters, they shoot
their multihead missiles and get great damage to your ground defenses
and in fleet-to-fleet battle... they crushes you, you can only runaway until
you investigate multihead missile
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 7:02
mmmm... perhaps they don´t work cause i check it in a previous saved game of
v0.95.005
but with the new v0.95.008??¿¿
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 7:18
To be clear:
- multi rocket only affects one group of fighters, no matter how tight they are?
- multi rocket has a different explosion animation? (We have 4 types: small,
medium, large and green-large.)
Original comment by akarn...@gmail.com
on 20 Jun 2012 at 7:22
ahh, ok
sorry, i compare it with the original game, in it is different, ...
In the original:
the multihead missille, the explosion is like now is, but after this explosion,
come a circle of six explosion surrounded the first, and this secondary
exposions affect to all ship (or structure) near.
The "power" of the explosion are great... with six multihead missille well
shooting you could destroy 60-70% of fighter, and if some cruiser is near, it
could be depleted its shield, and get some damage (5%). If 2 o 3 multihead
missille can impact directly on a cruiser (difficult for the ECM, and i don´t
recommend to shot at cruiser directly, cause this missille could fail and
explode on own ships) this cruiser could be destroy or great damage (80-90%).
I can´t check this in my old IG, cause it crashes so often, and from the
missiona against Garthogs, you can invade it without the game crashes :S
I tried to drawn something and attachd it to make me undertandable.
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 7:56
i attach a photo...
something like this, perhaps a few less bigger.
if the ship (or spacestation or turret) not contact with explosion, it don´t
received damage
Against Darglans, if you shoot it to cruiser or flagship, they confused the
multihead with their ECM and they going to you... making your fleet a disaster
at beginning of Great admiral, without research the mk.II ECM, and without
Cruiser mk.III, the Darglans could massacre you very easy, due to the powerfull
of their multihead missille.
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 8:07
Attachments:
and sorry for my english, it´s difficult to me to understand and to be
understandable
:S
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 8:10
Thanks, now it is more understandable. The ECM behavior is set up according to
this table: http://code.google.com/p/open-ig/issues/detail?id=430#c5
Bottom line:
- The actual target takes most damage, amplified by the group size
- 6 secondary explosion happens spaced 60 degrees from horizontal in about the
range of 40 units, half damage, amplified by the group size.
Original comment by akarn...@gmail.com
on 20 Jun 2012 at 8:19
one tactic at last in IG (the original), when you had ECM mk.II and the cruiser
III, to battle fleet-to-fleet is:
you had a fleet with 3 phyton (FS III), and at least 12-16 cruiser III, all
armed with multihead missile
you move to the alien fleet, and when you are over them, you split the fleet:
move to this fleet only 4 cruiser, and with this attack the alien.
at the beginning of the battle you shot all your multihead missiles to the
figthers (in the original they move more difficult, cause their much ship and
no overlap, and in the original some fighter apears into the fleet, behing some
cruiser or flagship)
and then, before they get in range to fire their meson gun, you retreat
result: you depleted the shield of 5 o 6 cruiser, perhaps 1 flag ship; get
medium or great damage to 2 o 3 cruiser, and destroy 50-60% of fighter. Your
damage: some of your cruiser can be damage, if they can evade the multiheads of
the enemy, but is more the damage that you make to your enemy that the damage
you recieved.
split from original fleet other fleets, and repeat the attacks like this until
you reduce the forcepool of the aliens... you can destroy all the fighters,
half cruiser, and the other half shield depleted or damaged, and the Flagships
shield depleted or damage.... and more important,... they spend their multihead
against your ship equiped with ECM. Now you have your fleet with only some
damage (perhaps only 3 o 4 cruiser medium damage), you join all the fleets, and
separated it in two:
-one fleet with the ship damage... they stop
-the other fleet with the FS and rest of cruiser (and fighter if you want). Now
you can crushes the alien fleet easy
i remember this, because until you research and built good fleet, you are
obligate to runaway from the alien, run from a corner to other corner o the
galaxy, due to the powerfull Darglans with his ECM, meson gun, ... but the most
important... the multihead missile.
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 8:29
mmm... in the original i think that all ECM affect equal to all missille, i
tried to say:
ecm mk.I -> 25-40% to evade missille impact (not depent of type of missile, ...
i expirienced it), 0% to rediriged the missille to enemy target
ecm mk.II-> 55-75% to evade missille impact (not depent of type of missile),
10-20% to rediriged the missille to enemy target
the difference of missille (mk.I, II and III, the multihead is III), is only
speed, maneuvrability and power of damage, and the mark III is the best in
these 3 points.
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 8:38
i thought that you played the original game!!!
WoW!!! you have more merit if you don´t!!
it´s more incredible to me to see the similarity to the original game.
But this had best thing in colony screen, more great planets, the "stars" for
some construcction (factorys, fire brigade, bank...).
... now i remember other thing (sorry, i´ll make you crazy): tax... the tax of
human planets are ok, but i remember that the tax of planet with aliens are
more problematic in the original game: you were be obligated to built more
police station, and instead of this, you only can put the tax in low-moderate,
if you want the colony grow. If you put the taxes in hight or very hight (like
i have now in v0.95.008), the population finally don´t like you, decrease...
and get revolt.
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 8:50
and in the original was a hateful trouble, the limitation for construction and
fleet
if you grew to much, and built more building and colonize... the aliens lost
their buildings and ther colonies!!!
there isn´t that problem, so you can enjoy more time the game :D
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 8:54
The last time I truly played the original was in the end of 2007. Because of
the many problems and crashes, I decided to reimplement the whole thing. Many
things were missing or unknown and I had to reinvent many things. Since then, a
few enthusiastic person had pointed out a hundred or so differences which I
diligently try to add in, but at the cost of only tiny progress. An obvious
missing thing to you might be one of thousand things different, but this
project is mostly 1 developer vs 200 players.
Original comment by akarn...@gmail.com
on 20 Jun 2012 at 9:05
no, no... more player, but only a few (like me) have the shamelessness to post
to said: "i want more laser, more explosion, lalalallalalaa" xD
at least you know that you are our idol!! i am your fan ;)
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 9:17
This thread has become a bit confusing so I'm marking this as SVN since the
multi-missile effects and 6 additional explosions were added.
Original comment by akarn...@gmail.com
on 3 Aug 2012 at 6:34
Original comment by akarn...@gmail.com
on 14 Aug 2012 at 7:40
Original issue reported on code.google.com by
juanluis...@gmail.com
on 20 Jun 2012 at 6:55Attachments: