Recent topics Log in
Search Profile
Memberlist Usergroups
Log in to check your private messages
Register
how the battle engine works
Goto page Previous  1, 2, 3  Next

Post new topic   Reply to topic
SpaceTrace Forum Forum Index » Suggestions » how the battle engine works
View previous topic :: View next topic  
Author Message
Lord Philemon
Vice Admiral
Vice Admiral


Joined: 12 Mar 2002
Posts: 556
Location: Germany

 Post Posted: Sun Aug 25, 2002 12:34 pm    Post subject:
Reply with quote

Quote:
'create'
the ship creates one or more other ships (like missiles, battle drones but could also create fighters or like that) and these ships appear in the specified class, (self always means: in your fleet, enemy is clear or both)


Do you have to invent the created ship, too? How do you for example create missiles?
 Back to top »
View user's profile Send private message
administrator
Board Admin
Board Admin


Joined: 05 Dec 2001
Posts: 184

 Post Posted: Sun Aug 25, 2002 1:30 pm    Post subject:
Reply with quote

you are right, you must invent the projectile first, also with attack- and LP.

(that`s why it is so complicated for us to calculate a manpower automatically with the "calc" button)
 Back to top »
View user's profile Send private message Visit poster's website
Lord Philemon
Vice Admiral
Vice Admiral


Joined: 12 Mar 2002
Posts: 556
Location: Germany

 Post Posted: Sun Aug 25, 2002 6:18 pm    Post subject:
Reply with quote

And how do you make a ship destroy itself? For example the kamikaze?

[ This Message was edited by: Lord Philemon on 2002-08-25 19:20 ]
 Back to top »
View user's profile Send private message
spacetrace
Board Admin
Board Admin


Joined: 24 Dec 2001
Posts: 1624

 Post Posted: Sun Aug 25, 2002 7:09 pm    Post subject:
Reply with quote

it is a short command:

sd

(selfdestruction)
 Back to top »
View user's profile Send private message
Lord Philemon
Vice Admiral
Vice Admiral


Joined: 12 Mar 2002
Posts: 556
Location: Germany

 Post Posted: Sun Aug 25, 2002 8:00 pm    Post subject:
Reply with quote

ok thanks
 Back to top »
View user's profile Send private message
admin
Board Admin
Board Admin


Joined: 09 Jan 2002
Posts: 2938

 Post Posted: Sun Aug 25, 2002 8:04 pm    Post subject:
Reply with quote

there was some discussion in this post too:
how about custom ships


the triggered effects are added for example like this:
f|trigger_jam@mod,enemy,2,this,all,+,0,-1100
this ship would destroy two enemy ships if it gets jammed

there are some more triggers:
trigger_jam if this ship is jammed
trigger_rec if this ship is reconstructed
trigger_plus if this ships LP or AP are increased or decreased
trigger_blast if this ship is hit by a blast-ship
trigger_hit if this ship is hit
trigger_destruction if this ship gets destroyed
trigger_multiply if this ships LP or AP get multiplied
 Back to top »
View user's profile Send private message
admin
Board Admin
Board Admin


Joined: 09 Jan 2002
Posts: 2938

 Post Posted: Sat Aug 31, 2002 10:54 am    Post subject:
Reply with quote

Quote:
Lord Philemon
1st Rear Admiral



Mitglied seit: Mar 12, 2002
Beiträge: 244
Wohnort: Germany
Erstellt am: 2002-08-31 11:52

multiplies AP/LP by 0/0 of all ships of any ship-type in both fleets in class 1
(battle engine syntax: mod,both,all,1,all,*,0,0)

Does this mean the ships are reconstructable?

btw: I like the "see battle details" function in the manual


yes they are

( i moved your topic here in the right topic )
 Back to top »
View user's profile Send private message
Lord Philemon
Vice Admiral
Vice Admiral


Joined: 12 Mar 2002
Posts: 556
Location: Germany

 Post Posted: Sat Aug 31, 2002 10:57 am    Post subject:
Reply with quote

I see.

(Just wondered where the topic went...)
 Back to top »
View user's profile Send private message
admin
Board Admin
Board Admin


Joined: 09 Jan 2002
Posts: 2938

 Post Posted: Sun Sep 15, 2002 12:25 pm    Post subject:
Reply with quote

there was another question from Lord Philamon:
Quote:
I looked at the battle syntaxes of the i-prom and got this:
after the fight of class 1 it shuffles all ships in your class 2 that still did not fight
(battle engine syntax: event,1,shuffle,self,2)

What does that mean?



shuffle means, that the ships that did not shoot jet are organized in a new random order.

this is important for some ships:
ships, that generate other ships put them directly after the ship (or at the start of class 2), so the new ship shoots next (for example the warcruiser creates a torpedo and the torpedo shoots next, coz it will not be shuffled.)
but the mine deployer needs it coz otherwise all mines would be in one row and all just destroy eachother.

the l-prom has shuffle because otherwise it would only increase the firepower the first two ships in class 2 on and on.


[ This Message was edited by: admin on 2002-09-15 13:31 ]

[ This Message was edited by: admin on 2002-09-15 13:34 ]
 Back to top »
View user's profile Send private message
spacetrace
Board Admin
Board Admin


Joined: 24 Dec 2001
Posts: 1624

 Post Posted: Sun Sep 15, 2002 1:08 pm    Post subject:
Reply with quote

shuffle should be clear now

but there is another command: event,x

if event is standing prefix, the following command will not executed immedeatly.

it will be executed after the whole class battle x

for example, the mine deployer don't need to shuffle every time it deploys a mine, it is only needed after the class 1 battle is resolved.

but in the case of the l-prom this is an error, it need to shuffle it every time, or only the first two ships will be upgraded all the time.

we fixed that, thx
 Back to top »
View user's profile Send private message
admin
Board Admin
Board Admin


Joined: 09 Jan 2002
Posts: 2938

 Post Posted: Thu Oct 31, 2002 7:51 pm    Post subject:
Reply with quote

there is a new feature in the ship constructor:

you can construct the modifyer of the ship now with a compfortable constructor where you can see all possibilities in the battle-engine.

check your research screen
(only available, if you researched at least 15 researches)
 Back to top »
View user's profile Send private message
admin
Board Admin
Board Admin


Joined: 09 Jan 2002
Posts: 2938

 Post Posted: Thu Oct 31, 2002 7:54 pm    Post subject:
Reply with quote

these are new options in the battle syntax
Quote:
destroy - battle effect, weakest destruction effect, destroyed ships have 0 LP and can be reconstructed

kill - battle effect, second weakest destruction effect, killed ships cannot be reconstructed, but some ships or buildings are kill-resistent

obliterate - battle effect, most effective destruction effect, nearly no ship can stand that

repair - battle effect, some ships can repair the vessel that is actually under fire

restart - battle effect, some ships can force your ships to restart the subbattle, that way a lot of ships can shoot twice



also there are new triggered events:

trigger_repair - if a ship gets repaired
trigger_0_destroy - if a ship tries to desroye it nothing happens
trigger_0_kill - if a ship tries to kill it nothing happens
trigger_0_obli - if a ship tries to obliterate it nothing happens
trigger_0_rec - not reconstructable
trigger_-_jam - if the ship is jammed, the initiative will not come back to the enemy

[ This Message was edited by: admin on 2002-10-31 19:58 ]
 Back to top »
View user's profile Send private message
admin
Board Admin
Board Admin


Joined: 09 Jan 2002
Posts: 2938

 Post Posted: Fri Nov 01, 2002 6:29 pm    Post subject:
Reply with quote

now the construction screen is complete.

all triggered effects are added now
 Back to top »
View user's profile Send private message
Lord Philemon
Vice Admiral
Vice Admiral


Joined: 12 Mar 2002
Posts: 556
Location: Germany

 Post Posted: Sat Nov 23, 2002 3:08 pm    Post subject:
Reply with quote

Cool
How about adding them to the example sections?
 Back to top »
View user's profile Send private message
limsky
1st Rear Admiral
1st Rear Admiral


Joined: 21 Aug 2002
Posts: 275

 Post Posted: Sat Nov 23, 2002 5:43 pm    Post subject:
Reply with quote

Which part of the manual shows the battle engine format of each ship and building?
 Back to top »
View user's profile Send private message
limsky
1st Rear Admiral
1st Rear Admiral


Joined: 21 Aug 2002
Posts: 275

 Post Posted: Sat Nov 23, 2002 5:55 pm    Post subject:
Reply with quote

Sorry phase the question wrongly. Some ship does not have battle syntax.
Where to find what "other" races can research on certain ship e.g. Mantis -- could not find it in the manual.
 Back to top »
View user's profile Send private message
Lord Philemon
Vice Admiral
Vice Admiral


Joined: 12 Mar 2002
Posts: 556
Location: Germany

 Post Posted: Sun Nov 24, 2002 3:37 am    Post subject:
Reply with quote

If you want to see the battle syntaxes of the ships (btw: all ships have syntaxes) you have to go to "ships" in the manual. Then click on the shipname from which you want to know the syntax and on "view battle details" in the second window.
 Back to top »
View user's profile Send private message
admin
Board Admin
Board Admin


Joined: 09 Jan 2002
Posts: 2938

 Post Posted: Sun Nov 24, 2002 3:54 am    Post subject:
Reply with quote

you can also press on "view all ships with details":

http://manual.spacetrace.org/ship.php?details=1&lang=en
 Back to top »
View user's profile Send private message
Guest






 Post Posted: Sat Feb 01, 2003 5:06 pm    Post subject:
Reply with quote

Here's a pretty cool building I came up with. Here's the full text:

if there are no more corrections needed
press ´request´ to start the research

this would be the research:
Research: name: improved clone labs
description: human advances in the studies of the clone labs found on izzur-duuf have shown that the humans¸ inferior physical structure can be artificially grown more efficiently than the other species. while the communal mind needed for the original clone labs is still required, the advances allow for a total of a 30% increase in the population growth, while the extra manpower needed remains the same.
researchtime: 2 h
needed technology: clone labs
type: ship
scanradius: 0
speed: 0
races: humans
class: 1
warp: 0
modifier:
AP: 0
LP: 0
manpower: 1
buildingtime: 2 h
picture:

the translation of the modifier is:
battle engine syntax:

LMK if a) I got the name of the Clone Labs planet right, b) there's any way that this can get into the game, or c) if I need to change anything. Thanks!


[ This Message was edited by: admin on 2003-02-03 13:49 ]
 Back to top »
Metody I The Evil
Admiral
Admiral


Joined: 26 Dec 2002
Posts: 1243
Location: Bulgaria

 Post Posted: Sun Feb 02, 2003 8:47 am    Post subject:

Is there a trigger for being hit by a certain ship, like:

trigger_hit_by(fighter) or something like that? or

trigger_hit_by_class(3)?

and can there be two triggers used - for example if the ship is hit by a shock-wave and after that destroyed by a normal attack, then kill a cruiser /for example/? So it kills the cruiser only if it's hit and destroyed, not if it's hit or destroyed?

 Back to top »
View user's profile Send private message
Display posts from previous:   
SpaceTrace Forum Forum Index » Suggestions » how the battle engine works
Post new topic   Reply to topic All times are GMT + 1 Hour
Goto page Previous  1, 2, 3  Next

Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum




Solaris phpBB theme/template by Jakob Persson
Copyright © Jakob Persson 2003



Powered by phpBB © 2001, 2002 phpBB Group

Impressum