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In Nova, as we all know, ships tend to have LOTS of crew. Well, for my project, this sucks. In it, 40 fighters would be an awesome number. So, is there any way, even if it involves patching Nova's resources (it's called ResCompare ;)), to do anything about this, or am I stuck with those absurdly high (for my project) values?
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Oh, for combat ratings? Those are only affected by the ship's strength values, not the crew count. This is to prevent the player from earning unfair combat ratings from slaughtering innocent passenger ships. Read the bible...
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(This message has been edited by Katana (edited 01-03-2004).)
Quote
Originally posted by Katana: Oh, for combat ratings? Those are only affected by the ship's strength values, not the crew count. This is to prevent the player from earning unfair combat ratings from slaughtering innocent passenger ships.;) Read the bible...
D'oh! I completely missed that. Thanks! By the way, just checked, does anyone know the internal multiplier?
Originally posted by orcaloverbri9: **D'oh! I completely missed that. Thanks! By the way, just checked, does anyone know the internal multiplier?
**
It's based on the strength of ship ID 128 (the shuttle in the default scenario).
Originally posted by Katana: It's based on the strength of ship ID 128 (the shuttle in the default scenario).
So it takes the sum of the strengths of all the ships you've destroyed and multiplies it by the strength of ship ID 128, and thus:
- destroyed ship with 14 strength 8 times - destroyed ship with 3 strength 29 times - 128 strength 2 Combat Rating: 398
?
Originally posted by orcaloverbri9: **So it takes the sum of the strengths of all the ships you've destroyed and multiplies it by the strength of ship ID 128, and thus:
I have heard that the internal multiplier is 1/5 -Az
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Originally posted by Azratax2: I have heard that the internal multiplier is 1/5 -Az
We need to ask Dave to ask Matt about that. Hehe.
Of course, he asked about the Ship Capture Algorithm, so ya never know... :rolleyes:
Originally posted by orcaloverbri9: **We need to ask Dave to ask Matt about that. Hehe.
No real need. Just run a test. Use chars to start the character off in a raven or somesuch, and then have him cook a ship of known strength (careful of variant ships and disguised perss), and check the combat rating in the pilotlog. Repeat enough to determine the multiplier, then change the strength of ship 128 and see what happens. Since there's no random factor in it, you can determine it empiricly. With the ship capture, since there is a random factor involved, it is much harder to nail down. I origionally thought that that "random factor" in the ship capture alog was actually based on how much armor the ship had left (which of course is not the case). -Az
(This message has been edited by Azratax2 (edited 01-03-2004).)
Originally posted by Azratax2: No real need. Just run a test. Use chars to start the character off in a raven or somesuch, and then have him cook a ship of known strength (careful of variant ships and disguised perss), and check the combat rating in the pilotlog. Repeat enough to determine the multiplier, then change the strength of ship 128 and see what happens. Since there's no random factor in it, you can determine it empiricly. With the ship capture, since there is a random factor involved, it is much harder to nail down. I origionally thought that that "random factor" in the ship capture alog was actually based on how much armor the ship had left (which of course is not the case). -Az
I think I'll stick the player in a system with five ships that have a strength of 10 and have no weapons and 1 shield and 0 armor...If it truly is 1/5, my combat rating should be ten. If not, then I'll check ship ID 128. If I still can't find it, I'll see if I can figure out how to get to 50. That'll give me an answer.
As I read it, it's "adjusted" to be based on ship 128. 128 is always adjusted down to strength 1, and the internal multiplier becomes whatever it took to move it there. So, if the strength of 128 is 5, the multiplier applied to all the ships would be 1/5.
But, I don't know for sure. I'm anxious to see your test results, Orca.
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Originally posted by Masamune: **As I read it, it's "adjusted" to be based on ship 128. 128 is always adjusted down to strength 1, and the internal multiplier becomes whatever it took to move it there. So, if the strength of 128 is 5, the multiplier applied to all the ships would be 1/5.
But, I don't know for sure. I'm anxious to see your test results, Orca.**
I must have screwed up somewhere...when I created a new pilot, it said it was dead! :eek:
I'll try again some other time. Meh.
Originally posted by orcaloverbri9: I think I'll stick the player in a system with five ships that have a strength of 10 and have no weapons and 1 shield and 0 armor...If it truly is 1/5, my combat rating should be ten. If not, then I'll check ship ID 128. If I still can't find it, I'll see if I can figure out how to get to 50. That'll give me an answer.
Originally posted by orcaloverbri9: **I must have screwed up somewhere...when I created a new pilot, it said it was dead!:eek:
I'll try again some other time. Meh.**
If you give a ship 0 armor, Nova thinks it's dead. Try giving it 0 shields and 1 armor.
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Originally posted by Aprosenf: If you give a ship 0 armor, Nova thinks it's dead. Try giving it 0 shields and 1 armor.
Well, I didn't make the chär give the pilot that ship. I told it to make it a Mod. Starbridge (random choice :p). Maybe it got screwed up somewhere.