Search found 8 matches
- Thu Oct 04, 2012 12:21 pm
- Forum: General Discussion
- Topic: MoO2: Does the "2X range penalties" thing actually
- Replies: 7
- Views: 13938
I'm using the 1.31 patch so it doesn't. I tried modding those 2x dissipation weapons to no have heavy mounts to make them short range another way, but the AI ships could still use heavy versions. I guess the AI's ship design function doesn't look at the same tables that the human player has and the ...
- Sat Jan 09, 2010 11:18 am
- Forum: Suggestions
- Topic: beamdefence calculations bug?!
- Replies: 20
- Views: 21197
Like, it the plasma beam can envelop a BB, it could easilly be times bigger than a FF, making FF size irrelevant to the chance to dodge it. It was my thinking that a plasma beam sort of set the ship (or shields) "on fire" and the damage spread around the ship. That's kink of what the animation look...
- Fri Sep 04, 2009 12:37 pm
- Forum: Suggestions
- Topic: beamdefence calculations bug?!
- Replies: 20
- Views: 21197
Unless there have been mods that drastically change the way command points and maintenance work then making small ships better by being harder to hit is a lost cause. In MoO2 bigger ships are just plain better. I was actually going to do this for MoO3 but since I don't know how evasive missiles and ...
- Wed Sep 02, 2009 7:51 pm
- Forum: General Discussion
- Topic: MoO2: Does the "2X range penalties" thing actually
- Replies: 7
- Views: 13938
O.K. I've tested some things. Firstly, the damage range does work as intended. I think the reason it appeared to not work for the other person is because the roll for hitting the ship and for damage done are the same, so if you just barely succeed in hitting your target it does minimal damage and if...
- Wed Aug 26, 2009 8:36 am
- Forum: General Discussion
- Topic: MoO2: Does the "2X range penalties" thing actually
- Replies: 7
- Views: 13938
It should be fairly straightforward to test them, however: just start a hotseat 2 player game, use the ALT-Einstein cheat to get all techs, design some ships, and conduct a series of battles to test things out... Even more straight forward if I use an editor program. I could create a fusion beam wi...
- Tue Aug 25, 2009 10:10 am
- Forum: General Discussion
- Topic: MoO2: Does the "2X range penalties" thing actually
- Replies: 7
- Views: 13938
MoO2: Does the "2X range penalties" thing actually
Because this guide: http://www.gamefaqs.com/computer/doswin/file/197873/16743 says it doesn't and there's no difference in damage dissipation. On a similar topic, I've been using heavy mount pretty exclusively for a long time, but that same guide has a chart of the effectiveness of the three mounts ...
- Mon Aug 24, 2009 10:24 pm
- Forum: General Discussion
- Topic: MoO2: Does AP help with missiles?
- Replies: 1
- Views: 1938
MoO2: Does AP help with missiles?
Armoured missiles say it doubles hitpoints, but are those armour points it adds? If not then I shouldn't bother with point defence AP weapons.
- Wed Jul 15, 2009 11:26 am
- Forum: General Discussion
- Topic: MoO2 Leader personalities
- Replies: 0
- Views: 6917
MoO2 Leader personalities
I've been doing work on a MoO2 mod for civilization 4 and was thinking about reproducing the personalities of the races behaviour but there isn't much information on how they act in the strategy guide. The MoO1 guide has lots and I was just going to use that information but I wanted to get some more...