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91
C# Mechanics / Re: PD ECCM vs Missile ECM
« Last post by Pallington on June 27, 2025, 12:28:25 AM »
Big support on the ECM/ECCM change that just hit 2.6.

Incredibly big support. Huge support. I want to thank that post multiple times, but I'm pretty sure alts are against forum rules (they usually are).

Off topic, Spinal Particle Lance sounds so scary. MacroFAC/"corvettes" running one single spinal particle lance is going to be such a threat now XP

If/when I stop my current forever game (or put it on pause), next run is speccing particle/gauss and ignoring lasers.

In light of this ECCM change... how to do this? Probably have similar W*(0.75)^(Enemy - Own), where W is constant base weight like 5 (current even tech behavior) or 3-4 (slightly worse at even tech, full power above even tech, much better at lower tech). So decoys are always helpful but only a tiny bit if your ECM is drastically overpowered, and ECCM is helpful if better tech.

I personally think if there's an upper clamp then Even Tech should put it slightly below the upper clamp but that's just my opinion, and I've only played for a month or so.
92
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Garfunkel on June 26, 2025, 07:43:02 PM »
Thanks for the ECM/ECCM change!
93
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Steve Walmsley on June 26, 2025, 04:54:09 PM »
NOVA CANNONS!!!!!!!!!

 ;D ;D ;D ;D ;D

Yes, I was already thinking that :)
94
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by nuclearslurpee on June 26, 2025, 04:20:44 PM »
NOVA CANNONS!!!!!!!!!

 ;D ;D ;D ;D ;D
95
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by GrandNord on June 26, 2025, 04:01:18 PM »
Wow, thank you very much for this workaround. That definitely changes things. I'll try this for the next version of my long range torpedo.
96
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on June 26, 2025, 12:07:14 PM »
Also, while you got me yapping about weapons, I think Particle Beams (and especially Lances) not fitting into Spinal mounts is a crime. A Spinal Lance is such a widespread sci-fi trope, it honestly feels weird not having access to them. Not to mention how this would fit the Lances' implementation (tremendous penetrative damage, agonizingly long reload) absolutely perfectly.

Added for v2.6:
http://aurora2.pentarch.org/index.php?topic=13463.msg173777#msg173777
97
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on June 26, 2025, 12:05:58 PM »
Spinal Particle Beam

Particle beams can use Spinal and Advanced Spinal Mounts in v2.6, including for the particle lance variant.

The Spinal / Advanced Spinal mounts result in the following changes to the standard weapon.
  • Weapon Damage and Power Requirements are increased by 50% / 100%
  • Weapon Size is increased by 25% / 50%
  • Range is increased by 12.5% / 25%
98
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on June 26, 2025, 11:23:21 AM »
Change to ECM

In v2.5.1, you receive a 20% to-hit penalty for each point by which enemy ECM exceeds your ECCM. With a difference of 5, you cannot hit the enemy.

For v2.6, the effect of ECM is to multiply your chance to hit by 75%, to the power of the number by which enemy ECM exceeds your ECCM.

For example. If you have a base chance to hit of 80% but your opponent has ECCM 3 vs your ECM 1
  • v2.5.1: 80% x (1 - 0.2 - 0.2) = 48%
  • v2.6: 80% * (75%^2) = 45%
This makes the penalty slightly higher for small gaps and progressively lower for higher gaps. There is no longer a situation in which it is impossible to target a high tech enemy ship - just very difficult
99
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by skoormit on June 26, 2025, 11:21:48 AM »
In regards to waypoint-fired missiles, the only way (that I'm aware of after extensive testing) to make them work is to calculate an intercept manually, place a waypoint there and fire the missiles at it, then use the currently broken Move Waypoint command to reposition the waypoint after the missiles approach whatever you want to hit close enough for their on-board sensors to detect it, but before they reach the waypoint itself. Doing so makes the missiles lose the waypoint as a target and target enemy ship contacts instead.

You can do this without resorting to moving waypoints.
You just need to add an engineless stage in the middle of your missile.

From back to front:
Stage 1: Just an engine and fuel and one (or more) of Stage 2, with a release range of zero.
Stage 2: No engine. Has an active sensor. Carries 1 or more of Stage 3, with a release range less than sensor range and less than the stage3 missile's fuel range. You want your release range to be well within both of those ranges (sensor and stage3 fuel) if you might be attacking ships that are running away.
Stage 3: Carries the warhead. Ideally moves fast, does lots of damage, etc. Does not need a sensor, but you might want one (see below).

Calculate and fire upon your intercept waypoint as usual.
When stage1 reaches the waypoint, it releases stage2.
Stage2 inherits the same waypoint as its target, and since it is already there and it has no engine, it immediately becomes a mine.
If you calculated your waypoint position accurately, the mine will immediately (in the same increment) detect the bad guys and release stage 3 upon them.

If your stage 3 does not have a sensor, then all of them released at the same time will target the same ship.
If stage 3 does have a sensor (and can detect the hostile ships), you may qualify for random targeting. Other conditions apply.
100
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on June 26, 2025, 10:46:20 AM »
The industrial-age NPR addition got me thinking again about warfare among races with a large tech disparity. I'm not saying conventional races should stand any chance of defeating a trans-Newtonic, interstellar empire, but as things stand, it might be impossible for any low-tech race to fight back at all due to how ECM penalty works, with any difference of 5 or above resulting in 0 chance to hit.

Conventional races are an extreme example, but I've generated Swarm races in my game that had ECM advantage of 3 or 4 over me, which forced me to turtle back and tech up until I could engage them, despite otherwise having access to tools that could allow me to fight significantly more advanced enemies (beam fighter swarms, massed missile fire, lance ships with incredibly overbuilt engines and shields would all be effective if not for their miniscule hit chance due to the ECM penalty). If the AI wasn't so meek, passive and easily deterred from assaulting jump points, there's no way I would've won that war. On the other hand, I've encountered a fair share of NPRs who were generated on small, subpar worlds, possessed very low technology and offered marginally more resistance than a Precursor ruin (also vastly outmatched in late-game), requiring no tactical finesse to conquer and presenting no danger, resulting in rather unexciting, tedious campaigns.

Honestly it kinda bugs (haha) me how once the tech disparity is large enough, it becomes mathematically impossible for the lesser race to fight back, so I was wondering if you're willing to consider a different approach to the ECM penalty where the hit chance reduction is not additive, but multiplicative, as follows:



I think the 0.25 option would still penalize low-ECCM races enough (and make small penalties a little more meaningful while avoiding a twofold DPS reduction with ECM Penalty 3->4) but also give the underdog a semblance of a fighting chance. All of this pertains to the Missile/Fire Control Jammers, as far as I could see Sensor Jammers operate with a 0.1 additive penalty and while this makes them rather inconsequental, they're not breaking anything either. Using a larger multplicative penalty for them could be interesting as well though.


Yes, I like the principle and I prefer the 0.25 penalty.
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