TonyE
Posts: 1551
Joined: 5/23/2006 From: MN, USA Status: offline
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Had some help from Akula and CV32 on IRC tonight so I wrote some code resulting in a new beta build for the testers. The following should give you a bit of the flavor... HCE - 2007.027 ============== - Chg:0000 GE Anti-Surface Guns now adhere to mount rate of fire limitations, only after the initial allocation, player can cheat on initial allocation. AS Guns will fire the correct ammunition now, and will not 'dump ammo overboard'. Previously guns were firing one burst per 15 seconds and throwing any other bursts overboard. AS Guns by the AI will fire 2 x target remaining DP of bursts at the target, this helps reduce overkill/ammo wastage. AS Guns will stop firing when the firing platform is out of range of the target platform, previously any bombardment in progress would keep going even if out of range. - Chg:0000 GE In CheckMissileHits, show ECM reduction and such for misses as well. - Nfo:0000 GE The period over which ROF bursts will happen is 60 seconds, this contradicts some of the code comments which suggest 30 seconds. Will be doing further research. - Nfo:0000 GE The decision was made (Akula,CV32,TonyE) not to change the Impact vs Airburst criterion. They are... If the burst will impart more than 1/8 the total DP of the target, the shell is considered impact, if less than 1/8 the shell is considered Airburst. This is why destroying an airbase in the game with guns just doesn't happen. We'll look at this again when we can change data structures to suit a potentially better model. - Nfo:0000 GE Guns impact/airburst radio buttons should not even show since user selection has no effect on how the damage is applied.
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Sincerely, Tony Eischens Harpoon (HC, HCE, HUCE, Classic) programmer HarpGamer.com Co-Owner
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