I like the way Conventional Missiles are described in the Datalinks: 9*Reactor. That's a good hefty punch at Singularity. As it is now, I use fewer and fewer of them as the game progresses because they do become, as you said, near-useless.
Combat modes
; Projectile weapons receive a bonus against Energy Armor.
; Energy weapons receive a bonus against Projectile Armor.
; No weapon receives a bonus against Binary Armor.
; Missile weapons never receive a bonus.
;
I have also seen the location in the code where it is placed.
The next point I bring up is related to how the missile weapon type works in relation to other offense and defense types. I have also figured out how the missle weapon type would have worked according to the text in the alpha file.Quote
Combat modes
; Projectile weapons receive a bonus against Energy Armor.
; Energy weapons receive a bonus against Projectile Armor.
; No weapon receives a bonus against Binary Armor.
; Missile weapons never receive a bonus.
;
So what this means is that most armor and weapons are either energy or projectile unless their is a specific reason for them to not be. That is why only energy and projectile type weapons and armor were included in the designshop section under labels.txt and were the only two types shown in the pre-release photos. This means that energy weapons recieve a bonus against projectile type armor and projectile type weapons would recieve a bonus against energy type armor.
Now, non-weapons=Equipment. In the datalinks, any weapon with a weapon mode value above 2 shows up as being equipment. This means that equipment would get a bonus against binary armor
Also, it would explain why in the attack animation graphics their is only one row for missile attack graphics (it is in the XI.pcx file) while the other two types have four each.
In short this is important because in the code for conventional payloads and planetbusters they always compare their values against both the weapon's firepower and weapon type value. I.E. jump if the weapon type value is not below 2.
In addition, the code that the +50% to attack for conventional payloads is stored in the same memory register that is used in all other comparisions for weapon modes. Finally, this segement of code is both directly above an uncalled prodecure that uses armor strength and armor types and is called into many prodecures that effect weapon strength.
So please take into consideration my earlier request to add the weapon type bonuses. I think this feature would add quite a bit to the game.
In short this is important because in the code for conventional payloads and planetbusters they always compare their values against both the weapon's firepower and weapon type value. I.E. jump if the weapon type value is not below 2.
Which location are you looking at here, that you saw that?
Quote
In addition, the code that the +50% to attack for conventional payloads is stored in the same memory register that is used in all other comparisions for weapon modes. Finally, this segement of code is both directly above an uncalled prodecure that uses armor strength and armor types and is called into many prodecures that effect weapon strength.
I'm not quite sure what you mean here, perhaps if you go into more detail?
First, here is a screen shot of the suspected location for the +50% attack strength for the conventional payload.
This prodecure is very unusual in that it completely jumps over many different commands.
Second, is their are any smallish .exe modding projects for your patch that you would like help with? I can definitely read the assembly language and make some small changes to it if you want. The reason I cannot add rules or make major changes to your patch is because I am unfamiliar with the format changes you have made to the code.
-The AI does not properly benefit from the "bonus techs" ability (such as the University has). If you could figure out what's going on there (i.e. where the code is), that would be a great help.
-If you could find the place where it deals with morale calculation, and in particular the effect of the children's creche.
-If you could find where it sets difficulty levels for multiplayer games, that would be a big help, as that is both bugged and could use some increased options (i.e. a way to have different difficulties for different players.)
-If you could find where it stores the intense rivalry setting, that would be handy.
-And of course if you've got a project you'd like to work on yourself, you can design the fix and just give it to me to put in. Tell me what it is, and I can assign a spot in the alphax RULES section for it.
@Yitzi, for morale calculation, do you mean where it controls the name for each morale level, the combat bonus for each morale level, or where it determines if you get a morale upgrade after combat?
Not good. No existing code to edit here? Maybe 2x base cost for Fusion Reactor, 3x & 4x for Quantum & Singularity? So the cost increases but not as fast as the power.I like the way Conventional Missiles are described in the Datalinks: 9*Reactor. That's a good hefty punch at Singularity. As it is now, I use fewer and fewer of them as the game progresses because they do become, as you said, near-useless.
Though that does mean that they increase in power but not in cost...
Not good. No existing code to edit here? Maybe 2x base cost for Fusion Reactor, 3x & 4x for Quantum & Singularity? So the cost increases but not as fast as the power.I like the way Conventional Missiles are described in the Datalinks: 9*Reactor. That's a good hefty punch at Singularity. As it is now, I use fewer and fewer of them as the game progresses because they do become, as you said, near-useless.
Though that does mean that they increase in power but not in cost...
If you would like me to start a new thread, I can.
Anyways, regarding the intense rivarly custom rule, I think I have identified the connections and generally how it effects the ai aggressivness. Now the only thing left is to actually identify the exact workings of it.
Not good. No existing code to edit here? Maybe 2x base cost for Fusion Reactor, 3x & 4x for Quantum & Singularity? So the cost increases but not as fast as the power.I like the way Conventional Missiles are described in the Datalinks: 9*Reactor. That's a good hefty punch at Singularity. As it is now, I use fewer and fewer of them as the game progresses because they do become, as you said, near-useless.
Though that does mean that they increase in power but not in cost...