You can find them here: https://github.com/freeorion/freeorion/ ... ShortRange
Those are from latest weekly test build. Change "weekly-test-builds" to "master" for the latest (although they are identical right now).
Moderator: Oberlus
You can find them here: https://github.com/freeorion/freeorion/ ... ShortRange
Thanks a lot. At first glance, the syntax and everything else looked just like in the 0.4.9 files, and I'm sure it WOULD HAVE worked. But now this problem: I'm having the snap installation of FreeOrion. And there seems to be some security thing with snap that won't allow me to change ANYTHING in this folder - even as root! Something about the "file system", it says. WTF?!! Couldn't find a way to get around thatOberlus wrote: ↑Tue Apr 14, 2020 10:26 pm You can find them here: https://github.com/freeorion/freeorion/ ... ShortRange
Those are from latest weekly test build. Change "weekly-test-builds" to "master" for the latest (although they are identical right now).
OK, when I'm not so pissed off anymore, I'm going to try that ... Thank you once more. But for now, trying to not loose my fun with FreeOrion, I'm getting back to battle mechanics:
BTW, I use in Linux FO compiled from source (using git) and weekly test builds when in Windows.
Please, don't, I expect you'll be able to join multiplayer games. Way more fun and competitive than against AI.trying to not loose my fun with FreeOrion
Yes.Big guns -> plus "one level" damage (?) per piloting skill level. I guess that means when I'm having Death Ray 2, it's like already having Death Ray 4. But what would that mean when you are already having Death Ray 4? Would you now get, like, a virtual Death Ray 6? Shot damage of 40?
I can't remember how was that on v0.4.9 release. Let's check it out:Fighters on a Mu Ursh ship: will they also get some kind of bonus, like additional damage or attacks etc.?
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[[GREAT_WEAPONS]]
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#include "common/*.macros" <-- This one is the "common" folder within default/scripting/species
#include "/scripting/common/*.macros" <-- This one is is referred to default folder, for macros common to all FO and not only species
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effects = [
SetMaxSecondaryStat partname = "FT_HANGAR_1" value = Value + 1
SetMaxSecondaryStat partname = "FT_HANGAR_2" value = Value + 2
SetMaxSecondaryStat partname = "FT_HANGAR_3" value = Value + 3
SetMaxSecondaryStat partname = "FT_HANGAR_4" value = Value + 5
]
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FT_HANGAR_0
Decoy Hangar
[...]
FT_HANGAR_1
Interceptor Hangar
[...]
FT_HANGAR_2
Fighter Hangar
[...]
FT_HANGAR_3
Bomber Hangar
[...]
FT_HANGAR_4
Heavy-Bomber Hangar
Here (in FO) we talk about Turns (game turns), and Combat Bouts/Rounds (each phase during a combat, that by default have 3 phases, so 3 bouts/rounds). Avoid calling it "battle turn".Flaks will have 3 shots. 3 shots per battle turn, or 3 shots per battle round (=> 9 shots per battle turn)?
Well, since fighters are launched during first bout (or more specifically they get into combat at the end of first bout, so can't shoot or be targeted until second bout), flaks can't shoot at fighters during first bout. So flaks can take down 6 fighters per combat.So, how many fighters will they take down during one turn - 3 or 9?
Random. One flak could target the same fighter more than once, more than one flak could target the same fighter.Will every single flak shot be a hit, or is that subject to randomness?
Yes. All fighters will be dead on first scratch.Is a single flak hit enough to take out a fighter?
Dunno. I've seen AI designs full of flaks in the past, but can't remember if that was a thing before fighters came into play on v0.4.8 (IIRC). Arguably, in that version with the smokescreen effect against big gun shots, Interceptors are better except in rare occasions.Will an AI ever use flak cannons in its ship designs? In my present game, I don't see any.
I think snaps do not fit your use case on multiple levels. They are intended to auto-update. FOCS files are currently part of the "binary" side of the snap distribution, by which I mean your changes would be overwritten if i push a release to that channel. Although rest assured that wont happen often if at all for the 0.4.9 channel. But it certainly would matter if you subscribe to the weekly (latest/beta) channel. Note also that you can have multiple freeorion channels at the same time. E.g. while playing multiplayer i had a freeorion subscribed to that version and a freeorion_edge i used for testing the weekly releases.Lord Hong wrote: ↑Tue Apr 14, 2020 11:14 pm I had already been surprised that snap gets its own top-level folder (in / !). That's a hell of a privilege. Seems to me that snap is doing some stuff on my system that I'm not really sure I want as a Linux user. Maybe an issue with its "sandbox" concept...?
Let me now do a rough calculation - not really doing the maths thoroughly, just with some guess work: if you have 30 flak cannons in your fleet for 90 fighters in your enemy's fleet, that gives on average a 50% chance of hitting each fighter in round 2, and again 50% in round 3 => 75% take-down chance for each fighter in the first turn of a battle. So for my enemy's 484 fighters-strong fleet I should take along about 180 flaks to reduce the chaff to about 20-25% after the first turn.Oberlus wrote: ↑Wed Apr 15, 2020 8:04 amWell, since fighters are launched during first bout (or more specifically they get into combat at the end of first bout, so can't shoot or be targeted until second bout), flaks can't shoot at fighters during first bout. So flaks can take down 6 fighters per combat.So, how many fighters will they take down during one turn - 3 or 9?Random. One flak could target the same fighter more than once, more than one flak could target the same fighter.Will every single flak shot be a hit, or is that subject to randomness?
Yeah, I can see that. I'm just pissed that I came to understand that only after I've sunk 1000s of PP into my big, bad-ass, chaff-less invasion fleet
I have to say I'm not much into these things, but I always thought that snap is not much used outside Ubuntu anyway...? In that case, wouldn't it be better (and even more convenient for users) to distribute also the current dev version in the official repository? I mean, there'd be regular updates here, too. And users could be told before download that this is just the beta, so nobody could complain.
When playing that version I liked fighters a lot. With late game hulls I used very often 3 fighter hangars and 4 launch bays, so putting into play 8 fighters for bout 2 (and one more fighter for last bout). That was quite more expensive than 2 interceptor hangars with 2 launch bays, for almost the same chaff effect (a tiny bit more for third bout with the fighters), but since they would be targetting ships as well as fighters, they would also take down enemy gunner ships in bout 2 that won't be shooting at me at bout 3.Lord Hong wrote: ↑Thu Apr 16, 2020 1:02 am[...]
That really tells me that I need to have fighter chaff of my own, or I'll be owned! And no bombers or fighters-proper, but interceptors, because it's only the numbers that count. (And because interceptors will, well, intercept, so they're also having a flak function themselves.)
I just hope that in the afterlife I won't be visited by the ghosts of all the computer game guys that I got killed in my life, because as a player of 4x games, I'd be totally f...ed then ...
Right.fighters are just numbers, they aren't assigned to a particular carrier, so if I shoot down a couple of carriers, their surviving fighters will be absorbed by the surviving carriers at the end of the turn, up to the maximum hangar capacity. The surplus surviving fighters will be lost then - right?
I remember the versions with fighters prior to the v0.4.9 release had the opposite problem: AI didn't abuse fighters (any type) and by (ab)using them you would have an (even) easier game in single player.I'm just glad this fighter issue will be fixed in 0.4.10. The way it is now, interceptors are an exploit, and the AI forces you into using that exploit yourself.
That's the way it's done in v0.4.9+ (the change was done shortly after stable release). So yes, you'll have a better experience as soon as you finish your current game and update FO to latest weekly test version.Also: I know FO is not a battle simulator, and space battle is only a sort of fantasy. But setting that all apart, in FO it should be a little bit more realistic. You know, realistic the way they do it in Star Wars where the august Emperor's Star Destroyers wouldn't waste their big-gun fire on the rebel scum's X-Wings, but take out their mother ships first. Just saying
The Expanse: I just remembered the scene where that Belter guy "entered" the Ring with his racer ship at max speed. That kind of fluid. Epic!
Just add some chaff of your own. E.g. small asteroids 5PP each. Also flak with great piloting species is not so bad, it gets two extra shots (taking down five fighters per turn for 20PP).
Not sure what you are implying. I will answer in three ways.