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Spaceempires.net :: What is the Base % chance to hit? :: View topic
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What is the Base % chance to hit?

 
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shinyhalo
Space Emperor


Joined: Jul 21, 2007

PostPosted: Sat Jul 21, 2007 4:40 pm    Post subject: What is the Base % chance to hit? Reply with quote

I'm new.
I see a lot of Abilities that modify the % chance to hit enemies or the % combat defense, but I see no number specifying the base chance to hit.

Does anyone know what it is?

For example, IF you have two ships with no % to hit modifier and no % combat defense modifier and no distance penalty THEN what is the % chance they will hit each other during a single attack?

Also, the Range Penalty seems to be a whole number instead of a percent modifier. Does anyone know how to correlate the two together so that I can tell what % miss chance each range increment represents?

For example, IF a weapon hits 50% of the time at point blank range and it shows -35 at range 60 ls THEN what is the % chance to hit at range 60?

More examples:
Planet Combat Offense Modifier Number = The offensive combat modifier for a planet during combat.
Planet Combat Defense Modifier Number = The defensive combat modifier for a planet during combat.

Right, but what is the base number or % being modified?


Thank you very much!

While I'm here...

Is there any way to assign a global Damage Resistance to an entire size category of ship so that ALL damage is first reduced by any applicable shields then reduced by this global-size dependent Damage Resistance then reduced further by any Armor dependent Damage Resistance?

For example: Fighter Medium given Damage Resistance 20; Fighter Large given Damage Resistance 30; Frigate given Damage Resitance 40

So far, the only solution I have been able to come up with is to have the Armor provide 90%+ of the total structure points (hit points) and then assign the Damage Resitance to the Armor. This way, the Damage Resistance applies to most of the structure points (hit points).
THEN, I have each Type of Armor set at a different Damage Resistance.
THEN, I have each Type of Armor only useable at a minumum kT size.
It's an ugly workaround and I would love to just assign each vehicle a global Damage Resistance.
Thanks!


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sat Jul 21, 2007 5:32 pm    Post subject: Reply with quote

Base chance to hit is in Settings.txt. It is the same for all weapons. Line 287:

Combat Base To Hit Value := 100

If you want weapon A to have a 50% chance to hit at range 0, you can make its to hit formula something like:

Weapon Space To Hit Modifier Formula := -50 - [%Range%]

This will have the to hit be 100 - 50 - [%Range%].

==0==

Any value for to hit that goes below 1 is set to 1%. Any value that goes over 99% is set to 99%.

Quote:
Also, the Range Penalty seems to be a whole number instead of a percent modifier. Does anyone know how to correlate the two together so that I can tell what % miss chance each range increment represents?

The to hit change at a certain range is added linearly to all other effects, such as Combat Sensors, Training, and ECM. To get the base percent, disregarding all other factors, simply add it to the Combat Base To Hit Value (100 by default).

Quote:
Is there any way to assign a global Damage Resistance to an entire size category of ship..

You could try adding the Armor abilities to the hull, but that wouldn't stack with the resistance of individual armor components; only the best would be applied.


Smarter than your average Texrak.


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shinyhalo
Space Emperor


Joined: Jul 21, 2007

PostPosted: Sat Jul 21, 2007 5:42 pm    Post subject: further along... Reply with quote

I've done some research since finding the modding.pdf, but I still have questions.

GIVEN

Ability 2 Type := Combat To Hit Defense
Ability 2 Description := Small size of Large Fighters add [%Amount1%]% to combat defense modifier.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 30
Ability 2 Amount 2 Formula := 10

AND

Combat To Hit Defense = This ability provides the base amount used for defense in the to-hit calculation during combat. The to-hit calculation is computed as:
100 + Attacker Attack Rating + Attacker Combat Morale Modifiers +
Attacker Combat Modifier – Defender Defense Rating – Defender
Combat Morale – Weapon To-Hit Modifier At Range – Terrain.
If a random 1-100 role is less than this computed value, then the
attacker hits the defender with weapons fire.

So my questions now are:
1. Where do I find the "Attacker Attack Rating" of the various vehicles like: Fighter Large, Frigate, Freighter Small, Satellite Small, etc.?
2. I assume the "Attacker Combat Morale Modifiers" is only +5 and from the racial trait "Brave."
3. Where do I find the "Attacker Combat Modifier" of the various vehicles like: Fighter Large, Frigate, Freighter Small, Satellite Small, etc.?
4. Where do I find the "Defender Defense Rating" of the various vehicles like: Fighter Large, Frigate, Freighter Small, Satellite Small, etc.?

Thanks


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shinyhalo
Space Emperor


Joined: Jul 21, 2007

PostPosted: Sat Jul 21, 2007 6:05 pm    Post subject: Reply with quote

Thanks for the fast and informative reply.
I see the "100" in the modding.pdf definition now.

Fyron wrote:
You could try adding the Armor abilities to the hull, but that wouldn't stack with the resistance of individual armor components; only the best would be applied.


I think I tried this and it didn't work. Here is what I did...I added this Ability from emissive Armor in the Component.txt file to the Vehicleszie.txt file for Fighter Large:

Ability 2 Type := Component - Damage Resistance
Ability 2 Description := Armor reduces damage by [%Amount1%] points per weapon hit.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 30
Ability 2 Amount 2 Formula := 0

Then I tested it, but it didn't work. I speculate that the Ability 2 Type "Component - Damage Resistance" wasn't valid since I put the Ability on a Vehicle instead of a Component. Could that be why it didn't work?
I would have no problem at all with the global DR overriding the Armor's inherent DR though.
I tested it by making bare bone fighters with DR30 fight against each other with Damage 30 weapons.

Thanks


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sat Jul 21, 2007 6:21 pm    Post subject: Reply with quote

I'm not sure what "Attacker Attack Rating" refers to, but the to hit chance is pretty simple; it is just the sum of the base to hit chance, all of the offensive modifiers that apply to the attacking ship, and all of the defensive modifiers that apply to the target ship (including "terrain" like storm penalties).

Smarter than your average Texrak.


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shinyhalo
Space Emperor


Joined: Jul 21, 2007

PostPosted: Sat Jul 21, 2007 7:38 pm    Post subject: Reply with quote

Fyron wrote:
You could try adding the Armor abilities to the hull, but that wouldn't stack with the resistance of individual armor components; only the best would be applied.


Tried and tried, but can't figure out how to add the Component - Damage Resistance Ability to the VehicleSizes.txt vehicle hulls.

I considered the Weapon Delivery Type Damage Received Modifier Percent Ability, but it seems to be a % instead of a whole number like DR20 or DR30. Also, it wouldn't work unless I could specify more than one weapon delivery type:

Example:
Ability 2 Amount 2 Formula := "Energy Beam"

Could I write?
Ability 2 Amount 2 Formula := "Energy Beam, Projectile, Missile" and have all three weapon delivery types damage reduced?

Thanks

P.S. Tested this too and can't get it to work on vehicle hulls either


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