StarMade Weapons Update Prebuild

    Edymnion

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    Which the NPC factions are. We could very soon be looking at a "Civ in Space" situation.
    Sign me RTF up!
    Edymnion block based AI or just a single AI block interface with deep customization options would be so nice.
    Yeah, either way I would like to see something customizable in game that is stored in blocks in some fashion so that we could make and trade AIs.
     
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    I can understand waiting to make changes to the AI until the universe update, but I think they should at lest look at making them function a little better than they are now with the new weapons. If they don't AI will obviously suffer, but so will player stations which are heavily dependent on AI controlled turrets. At the very least they could tweak the cannon+beam to work a little better. I understand how M+M, C+M, and B+B would have problems, but I would think C+B would be a little easier to make work better than it dose.
     

    Edymnion

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    I can understand waiting to make changes to the AI until the universe update, but I think they should at lest look at making them function a little better than they are now with the new weapons. If they don't AI will obviously suffer, but so will player stations which are heavily dependent on AI controlled turrets. At the very least they could tweak the cannon+beam to work a little better. I understand how M+M, C+M, and B+B would have problems, but I would think C+B would be a little easier to make work better than it dose.
    Why bother if the AI update is part of the universe update, which is next on the list anyway?

    AI isn't important right now, its been a placeholder for years. As long as it can still fly a ship and shoot something, it fills it's required role for testing purposed.
     
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    Why bother if the AI update is part of the universe update, which is next on the list anyway?

    AI isn't important right now, its been a placeholder for years. As long as it can still fly a ship and shoot something, it fills it's required role for testing purposed.
    This.

    I think some people have just never coded a large project and don't realize that if you change system A and it breaks system X, there's no point fixing system X when you know the next changes you have to make are to system B, C, M and Q, each of which will also break X. And that... time is actually finite and coding is super time-consuming and stuff, which counter-indicates spending hundreds of man-hours fixing the same systems over and over and over again despite knowing that as soon as you fix it you need to make changes to another system that will again break the fixed system. Again.
     
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    Edymnion

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    This.

    I think some people have just never coded a large project and don't realize that if you change system A and it breaks system X, there's no point fixing system X when you know the next changes you have to make are to system B, C, M and Q, each of which will also break X. And that... time is actually finite and coding is super time-consuming and stuff, which counter-indicates spending hundreds of man-hours fixing the same systems over and over and over again despite knowing that as soon as you fix it you need to make changes to another system that will again break the fixed system. Again.
    Yup, there's a reason game developers always seem to be so cautious about making "obvious" fixes.

    People will say "Ability A is too powerful, nerf it!" when in reality Ability A is fine, but in situation X it becomes overpowered. However, Abilities B, C, and D all use the base calculation from A, and they're fine where they are. And Abilities E, F, and G are right where they need to be in situation X, so nerfing X is going to nerf E, F, and G to an unacceptable amount.

    Its NEVER as clear cut and straightforwards as it appears to an outsider. What looks clean and simple to the end user can be an absolute gordian knot of a mess behind the scenes.
     
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    Why bother if the AI update is part of the universe update, which is next on the list anyway?

    AI isn't important right now, its been a placeholder for years. As long as it can still fly a ship and shoot something, it fills it's required role for testing purposed.
    If the universe update was going to be out even a month after weapons I would say don't do anything till the universe update, but I am not that optimistic. I have no problem with the AI not able to use certain weapons till the universe update, however I think it is at lest reasonable to look at enhancing the performance of one or two weapons used by the AI even if the way you go about it is not necessarily the way you see that weapon working with AI in the end. I pointed out earlier that Cannon+Beam turrets are unusabley inaccurate, but that Cannon+Cannon work great and can even properly lead a moving target.
    I am pretty sure I know why the AI can hit a target with C+C and can't with C+B. Cannon+Cannon when used by the AI will adjust at what angle the projectile leave the weapon, if the gun is pointing a little too left, up, down, or whatever the round will just exit the output block at the appropriate angle to hit the target. Cannon+Beam as far as I can tell dose not do this and just exits strait from the output block. All I am suggesting is a band-aid if you will, simply make it so that the AI has a similar ability to adjust the projectile trajectory with Cannon+Beam as it dose with Cannon+Cannon. After all the ability is already there for C+C and was there is the past for C+B, plus C+B has not changed fundamentally like say C+M or B+B.

    This.

    I think some people have just never coded a large project and don't realize that if you change system A and it breaks system X, there's no point fixing system X when you know the next changes you have to make are to system B, C, M and Q, each of which will also break X. And that... time is actually finite and coding is super time-consuming and stuff, which counter-indicates spending hundreds of man-hours fixing the same systems over and over and over again despite knowing that as soon as you fix it you need to make changes to another system that will again break the fixed system. Again.
    I may not be an expert coder, but I do understand how it works and am fully aware that if you change X, Y and Z may be effected as well. If it is too much of a hassle I am willing to except that. However if there is any possibility to do what I suggested up above I would suggest that it be considered. The reason being that it could be some time before the universe update will be ready. Meanwhile people will still be trying to play the game and there will be an imbalance between player used weapons and AI weapons. I am not concerned for the AI factions or even player used drones, but instead for player owned stations. Right now a bunch of ships with M+M will make attacking massive stations relatively easier if a faction can gather the pilots, all they have to worry about is C+C turrets the Beam turrets excluding B+B, and Missile turrets but I have found Missiles to be finicky of late. However that is not where it ends. Beam+Beam weapons mounted on a ship can be very devastating and it is not likely a player will miss a station, this is the same for Cannon+Beam. If the devs can make C+B turrets work even with a temporary fix it will give stations a heavy reliable weapon to fight back with.
     

    DrTarDIS

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    If the universe update was going to be out even a month after weapons I would say don't do anything till the universe update, but I am not that optimistic. I have no problem with the AI not able to use certain weapons till the universe update, however I think it is at lest reasonable to look at enhancing the performance of one or two weapons used by the AI even if the way you go about it is not necessarily the way you see that weapon working with AI in the end. I pointed out earlier that Cannon+Beam turrets are unusabley inaccurate, but that Cannon+Cannon work great and can even properly lead a moving target.
    I am pretty sure I know why the AI can hit a target with C+C and can't with C+B. Cannon+Cannon when used by the AI will adjust at what angle the projectile leave the weapon, if the gun is pointing a little too left, up, down, or whatever the round will just exit the output block at the appropriate angle to hit the target. Cannon+Beam as far as I can tell dose not do this and just exits strait from the output block. All I am suggesting is a band-aid if you will, simply make it so that the AI has a similar ability to adjust the projectile trajectory with Cannon+Beam as it dose with Cannon+Cannon. After all the ability is already there for C+C and was there is the past for C+B, plus C+B has not changed fundamentally like say C+M or B+B.
    blockbehaiourconfig.xml.

    Code:
       <Cannon>
                    <BasicValues>
                            <!-- OLD -->
                            <Damage version="noreactor">10</Damage>
                            <PowerConsumption>100</PowerConsumption>
    
                            <!-- NEW -->
                            <Damage>20</Damage>                     
                            <ReactorPowerConsumptionResting>3.0</ReactorPowerConsumptionResting>
                            <ReactorPowerConsumptionCharging>20.0</ReactorPowerConsumptionCharging>
                         
                            <Distance>2.0</Distance> <!-- 1 is equal to 100% sector radius -->
                            <Speed>25</Speed> <!-- In relation % to server max speed  1 = 100% -->
                            <ReloadMs>1000</ReloadMs>
                            <AdditionalPowerConsumptionPerUnitMult>0.1</AdditionalPowerConsumptionPerUnitMult> <!-- Nerf based on amount of groups connected to the same controller: powerConsumption * (1+countGroups*thisValue); 0 to turn off nerf-->
    
               <Recoil>4.0</Recoil> <!-- Recoil in force per damage. Applied from the ship cannons point of origin in the opposite firing direction (multiplied with damage of projectile)-->
                            <ImpactForce>1.0</ImpactForce> <!-- Impact force on target in force per damage.  (multiplied with damage of projectile)-->
                         
                            <!-- 5 times more vertical recoil, horizontal recoil can go left or right -->
                            <!-- Horizontal Cursor Recoil -->
                            <CursorRecoilX>0.000001</CursorRecoilX> <!-- Cursor movement force multiplied with damage -->
                            <CursorRecoilMinX>0.000001</CursorRecoilMinX> <!-- Min cursor recoil value -->
                            <CursorRecoilMaxX>0.01</CursorRecoilMaxX> <!-- Max cursor recoil value -->
                            <CursorRecoilDirX>0.0</CursorRecoilDirX> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                         
                            <!-- Vertical Cursor Recoil -->
                            <CursorRecoilY>0.000008</CursorRecoilY> <!-- Cursor movement force multiplied with damage -->
                            <CursorRecoilMinY>0.000008</CursorRecoilMinY> <!-- Min cursor recoil value -->
                            <CursorRecoilMaxY>0.08</CursorRecoilMaxY> <!-- Max cursor recoil value -->
                            <CursorRecoilDirY>1.0</CursorRecoilDirY> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                         
    
                            <CursorRecoilSpeedIn>0.0</CursorRecoilSpeedIn> <!-- Velocity curser goes inwards -->
                            <CursorRecoilSpeedInAddMod>0.0</CursorRecoilSpeedInAddMod> <!-- range of which pow is applied speed = pow(CursorRecoilSpeedIn, (PercentOfDistance + CursorRecoilSpeedInAddMod)*CursorRecoilSpeedInPowMult) -->
                            <CursorRecoilSpeedInPowMult>0.0</CursorRecoilSpeedInPowMult>
    
                            <CursorRecoilSpeedOut>1.5</CursorRecoilSpeedOut> <!-- Velocity curser goes outwards -->
                            <CursorRecoilSpeedOutAddMod>0.5</CursorRecoilSpeedOutAddMod> <!-- 0=off; range of which pow is applied speed *= pow((1.0f-percentofRecoil)*speedPowMult + speedAdd, 2); -->
                            <CursorRecoilSpeedOutPowMult>2.0</CursorRecoilSpeedOutPowMult>
    
                            <ProjectileWidth>1.0</ProjectileWidth> <!-- Projectile width multiplier per block built from the weapon output-->
                         
                            <BasicPenetrationDepth>1</BasicPenetrationDepth>
                            <PenetrationDepthExp>0.35</PenetrationDepthExp>
                            <PenetrationDepthExpMult>0.4</PenetrationDepthExpMult>
                         
                            <AcidDamageMaxPropagation>50</AcidDamageMaxPropagation> <!-- How many blocks far a single propagation will go -->
                         
                             <!-- Factor between 0 and 1: Less damage up front, more towards the back -->
                             <!-- Factor between 1 and 2: More damage up front, less towards the back -->
                            <AcidDamageFormulaConeStartWideWeight>1.8</AcidDamageFormulaConeStartWideWeight> <!-- Used in coneStartWide -->
                            <AcidDamageFormulaConeEndWideWeight>0.2</AcidDamageFormulaConeEndWideWeight> <!-- Used in coneEndWide -->
                         
                            <!-- Factor used in acid formulae to reduce acid damage per block, only used if shot is OVER_PENETRATING, results in more penetration (and most likely over penetration) -->
                            <AcidDamageMinOverPenModifier>1.0</AcidDamageMinOverPenModifier>
                            <AcidDamageMaxOverPenModifier>5.0</AcidDamageMaxOverPenModifier>
                         
                            <!-- Factor used in acid formulae to redirect more damage towards armor blocks -->
                            <AcidDamageMinOverArmorModifier>1.0</AcidDamageMinOverArmorModifier>
                            <AcidDamageMaxOverArmorModifier>3.0</AcidDamageMaxOverArmorModifier>
    
    
                            <AcidFormulaDefault>0</AcidFormulaDefault> <!-- 0 -> equalized, 1 -> codeStartWide, 2 -> codeEndWide-->
                            <DamageChargeMax>0.0</DamageChargeMax> <!-- value > 0 means the weapon charges its damage up to this value (damage multiplied by)-->
                            <DamageChargeSpeed>0.0</DamageChargeSpeed> <!-- Speed of charging. 1.0 equals 1.0 multiplier/sec -->
                         
                            <PossibleZoom>0.5</PossibleZoom> <!-- value > 0 enables zoom for the weapon. value also determines max magnification -->
                            <Aimable>1</Aimable> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
               <EffectConfiguration>
                               <Kinetic>1.5</Kinetic>
                               <Heat>0.5</Heat>
                               <EM>1.0</EM>
                            </EffectConfiguration>
                    </BasicValues>
                    <Combination>
                            <Cannon>
                                <!-- LMG -->
                                <!-- PROS: Higher fire rate and faster projectile speed -->
                                <!-- CONS: Less damage per power consumed, less impact force per damage -->
    
                                <Damage style="nerf" linear="true" value="10"/>
                                <Reload style="nerf" value= "5"/>
                                <Distance style="skip"/>
                                <Speed style="buff" value = "0.25"/>
                                <Recoil style="skip"/>
                                <ImpactForce style="nerf" value="2" />
                                <PowerConsumption style="buff" inverse="true" linear="true" value="10" version="noreactor"/>
                                <PowerConsumption style="skip" linear="true"/>
                                <AcidFormula style="set" value="1"/>
                                <ProjectileWidth style="skip"/>
                                <ChargeMax style="skip"/>
                                <ChargeSpeed style="skip"/>
                                 
                                <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinX style="skip"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxX style="skip"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                                 
                                <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinY style="nerf" value="5"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxY style="nerf" value="5"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                             
                                <PossibleZoom style="skip"/>
                                <Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
                            </Cannon>
                            <Missile>
                                <!-- Charge Cannon -->
                                <!-- PROS: High efficiency when fired at full charge, fire rate is changeable -->
                                <!-- CONS: Bad efficiency when fired at low charge -->     
                                <Damage style="skip" linear="true"/>
                                <Reload style="buff" value="2" />
                                <Distance style="skip"/>
                                <Speed style="skip"/>
                                <Recoil style="skip"/>
                                <ImpactForce style="buff" value="1.0"/>
                                <PowerConsumption style="nerf" inverse="true" linear="true" value="10" version="noreactor"/>
                                <PowerConsumption style="skip" linear="true"/>
                                <ProjectileWidth style="skip"/>
                                <AcidFormula style="set" value="1"/>
                                <ChargeMax style="set" value="15.0" linear="true"/>
                                <ChargeSpeed style="set" value="2.0" linear="true"/>
                             
                                <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                                 
                                <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                             
                                <PossibleZoom style="nerf" value="2"/>
                                <Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
                            </Missile>
                            <Beam>
                                <!-- Artillery Cannon -->
                                <!-- PROS: Highest dps, big hole on hit -->
                                <!-- CONS: slow to reload and slower projectile speed -->   
                                <Damage style="buff" linear="true" value="29.0" /> <!-- 1 + 36.5 = 600 damage -->
                                <Reload style="buff" value="14" /> <!-- 1 + 14 = 15000ms -->
                                <Distance style="skip"  />
                                <Speed style="nerf" value="1.33333334"/> <!-- 7.5 -->
                                <Recoil style="skip"/>
                                <ImpactForce style="buff" value="9" />
                                <PowerConsumption style="nerf" inverse="true" linear="true" value="30" version="noreactor"/> <!-- 1+3 = 4x power consumption -->
                                <PowerConsumption style="skip" linear="true"/>
                                <ProjectileWidth style="skip"/>
                                <AcidFormula style="set" value="2"/>
                                <ChargeMax style="skip"/>
                                <ChargeSpeed style="skip"/>       
                                 
                                <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                                 
                                <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                             
                                <PossibleZoom style="nerf" value="2"/>
                                <Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
                            </Beam>
                    </Combination>
            </Cannon>
    under the <beam> section you'll see <Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight --> Change that to 1 and re-do your tests. if it's suddenly accurate with AI you've found a valid bug and valid workaround till AI get fixed.

    If that's exactly what's wrong we just need to female-dog up a weather-system 'till the devs make the default value a sane one.

    Related : working on a updating a 50% complete pre-sys 2.0 ship to bring it up to 2.0 and weapon pre, I've discovered that the thrust curve and power gen seems to make it impossible to move a ~250*100*270 ship that used to have 0.8 T:M at anywhere near the same T:M (the sidebar is telling me I'd need to increase my power output by 2 decimal places to match the existing thrusters, while the split stabs are already at 48% efficiency in the current output size range,) JOY. (Just had to remove/replace all the thusters on the ship to force it to re-calculate from some odd update bug)Balance passes need players to test and offer fixes because the testers and devs obviously don't extrapolate much. It's that gordian knot thing Edymnion was mentioning, so you can't fault them too hardwith their limited man-hours...​
     
    Last edited:
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    blockbehaiourconfig.xml.

    Code:
       <Cannon>
                    <BasicValues>
                            <!-- OLD -->
                            <Damage version="noreactor">10</Damage>
                            <PowerConsumption>100</PowerConsumption>
    
                            <!-- NEW -->
                            <Damage>20</Damage>                    
                            <ReactorPowerConsumptionResting>3.0</ReactorPowerConsumptionResting>
                            <ReactorPowerConsumptionCharging>20.0</ReactorPowerConsumptionCharging>
                        
                            <Distance>2.0</Distance> <!-- 1 is equal to 100% sector radius -->
                            <Speed>25</Speed> <!-- In relation % to server max speed  1 = 100% -->
                            <ReloadMs>1000</ReloadMs>
                            <AdditionalPowerConsumptionPerUnitMult>0.1</AdditionalPowerConsumptionPerUnitMult> <!-- Nerf based on amount of groups connected to the same controller: powerConsumption * (1+countGroups*thisValue); 0 to turn off nerf-->
    
               <Recoil>4.0</Recoil> <!-- Recoil in force per damage. Applied from the ship cannons point of origin in the opposite firing direction (multiplied with damage of projectile)-->
                            <ImpactForce>1.0</ImpactForce> <!-- Impact force on target in force per damage.  (multiplied with damage of projectile)-->
                        
                            <!-- 5 times more vertical recoil, horizontal recoil can go left or right -->
                            <!-- Horizontal Cursor Recoil -->
                            <CursorRecoilX>0.000001</CursorRecoilX> <!-- Cursor movement force multiplied with damage -->
                            <CursorRecoilMinX>0.000001</CursorRecoilMinX> <!-- Min cursor recoil value -->
                            <CursorRecoilMaxX>0.01</CursorRecoilMaxX> <!-- Max cursor recoil value -->
                            <CursorRecoilDirX>0.0</CursorRecoilDirX> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                        
                            <!-- Vertical Cursor Recoil -->
                            <CursorRecoilY>0.000008</CursorRecoilY> <!-- Cursor movement force multiplied with damage -->
                            <CursorRecoilMinY>0.000008</CursorRecoilMinY> <!-- Min cursor recoil value -->
                            <CursorRecoilMaxY>0.08</CursorRecoilMaxY> <!-- Max cursor recoil value -->
                            <CursorRecoilDirY>1.0</CursorRecoilDirY> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                        
    
                            <CursorRecoilSpeedIn>0.0</CursorRecoilSpeedIn> <!-- Velocity curser goes inwards -->
                            <CursorRecoilSpeedInAddMod>0.0</CursorRecoilSpeedInAddMod> <!-- range of which pow is applied speed = pow(CursorRecoilSpeedIn, (PercentOfDistance + CursorRecoilSpeedInAddMod)*CursorRecoilSpeedInPowMult) -->
                            <CursorRecoilSpeedInPowMult>0.0</CursorRecoilSpeedInPowMult>
    
                            <CursorRecoilSpeedOut>1.5</CursorRecoilSpeedOut> <!-- Velocity curser goes outwards -->
                            <CursorRecoilSpeedOutAddMod>0.5</CursorRecoilSpeedOutAddMod> <!-- 0=off; range of which pow is applied speed *= pow((1.0f-percentofRecoil)*speedPowMult + speedAdd, 2); -->
                            <CursorRecoilSpeedOutPowMult>2.0</CursorRecoilSpeedOutPowMult>
    
                            <ProjectileWidth>1.0</ProjectileWidth> <!-- Projectile width multiplier per block built from the weapon output-->
                        
                            <BasicPenetrationDepth>1</BasicPenetrationDepth>
                            <PenetrationDepthExp>0.35</PenetrationDepthExp>
                            <PenetrationDepthExpMult>0.4</PenetrationDepthExpMult>
                        
                            <AcidDamageMaxPropagation>50</AcidDamageMaxPropagation> <!-- How many blocks far a single propagation will go -->
                        
                             <!-- Factor between 0 and 1: Less damage up front, more towards the back -->
                             <!-- Factor between 1 and 2: More damage up front, less towards the back -->
                            <AcidDamageFormulaConeStartWideWeight>1.8</AcidDamageFormulaConeStartWideWeight> <!-- Used in coneStartWide -->
                            <AcidDamageFormulaConeEndWideWeight>0.2</AcidDamageFormulaConeEndWideWeight> <!-- Used in coneEndWide -->
                        
                            <!-- Factor used in acid formulae to reduce acid damage per block, only used if shot is OVER_PENETRATING, results in more penetration (and most likely over penetration) -->
                            <AcidDamageMinOverPenModifier>1.0</AcidDamageMinOverPenModifier>
                            <AcidDamageMaxOverPenModifier>5.0</AcidDamageMaxOverPenModifier>
                        
                            <!-- Factor used in acid formulae to redirect more damage towards armor blocks -->
                            <AcidDamageMinOverArmorModifier>1.0</AcidDamageMinOverArmorModifier>
                            <AcidDamageMaxOverArmorModifier>3.0</AcidDamageMaxOverArmorModifier>
    
    
                            <AcidFormulaDefault>0</AcidFormulaDefault> <!-- 0 -> equalized, 1 -> codeStartWide, 2 -> codeEndWide-->
                            <DamageChargeMax>0.0</DamageChargeMax> <!-- value > 0 means the weapon charges its damage up to this value (damage multiplied by)-->
                            <DamageChargeSpeed>0.0</DamageChargeSpeed> <!-- Speed of charging. 1.0 equals 1.0 multiplier/sec -->
                        
                            <PossibleZoom>0.5</PossibleZoom> <!-- value > 0 enables zoom for the weapon. value also determines max magnification -->
                            <Aimable>1</Aimable> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
               <EffectConfiguration>
                               <Kinetic>1.5</Kinetic>
                               <Heat>0.5</Heat>
                               <EM>1.0</EM>
                            </EffectConfiguration>
                    </BasicValues>
                    <Combination>
                            <Cannon>
                                <!-- LMG -->
                                <!-- PROS: Higher fire rate and faster projectile speed -->
                                <!-- CONS: Less damage per power consumed, less impact force per damage -->
    
                                <Damage style="nerf" linear="true" value="10"/>
                                <Reload style="nerf" value= "5"/>
                                <Distance style="skip"/>
                                <Speed style="buff" value = "0.25"/>
                                <Recoil style="skip"/>
                                <ImpactForce style="nerf" value="2" />
                                <PowerConsumption style="buff" inverse="true" linear="true" value="10" version="noreactor"/>
                                <PowerConsumption style="skip" linear="true"/>
                                <AcidFormula style="set" value="1"/>
                                <ProjectileWidth style="skip"/>
                                <ChargeMax style="skip"/>
                                <ChargeSpeed style="skip"/>
                                
                                <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinX style="skip"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxX style="skip"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                                
                                <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinY style="nerf" value="5"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxY style="nerf" value="5"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                            
                                <PossibleZoom style="skip"/>
                                <Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
                            </Cannon>
                            <Missile>
                                <!-- Charge Cannon -->
                                <!-- PROS: High efficiency when fired at full charge, fire rate is changeable -->
                                <!-- CONS: Bad efficiency when fired at low charge -->    
                                <Damage style="skip" linear="true"/>
                                <Reload style="buff" value="2" />
                                <Distance style="skip"/>
                                <Speed style="skip"/>
                                <Recoil style="skip"/>
                                <ImpactForce style="buff" value="1.0"/>
                                <PowerConsumption style="nerf" inverse="true" linear="true" value="10" version="noreactor"/>
                                <PowerConsumption style="skip" linear="true"/>
                                <ProjectileWidth style="skip"/>
                                <AcidFormula style="set" value="1"/>
                                <ChargeMax style="set" value="15.0" linear="true"/>
                                <ChargeSpeed style="set" value="2.0" linear="true"/>
                            
                                <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                                
                                <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                            
                                <PossibleZoom style="nerf" value="2"/>
                                <Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
                            </Missile>
                            <Beam>
                                <!-- Artillery Cannon -->
                                <!-- PROS: Highest dps, big hole on hit -->
                                <!-- CONS: slow to reload and slower projectile speed -->  
                                <Damage style="buff" linear="true" value="29.0" /> <!-- 1 + 36.5 = 600 damage -->
                                <Reload style="buff" value="14" /> <!-- 1 + 14 = 15000ms -->
                                <Distance style="skip"  />
                                <Speed style="nerf" value="1.33333334"/> <!-- 7.5 -->
                                <Recoil style="skip"/>
                                <ImpactForce style="buff" value="9" />
                                <PowerConsumption style="nerf" inverse="true" linear="true" value="30" version="noreactor"/> <!-- 1+3 = 4x power consumption -->
                                <PowerConsumption style="skip" linear="true"/>
                                <ProjectileWidth style="skip"/>
                                <AcidFormula style="set" value="2"/>
                                <ChargeMax style="skip"/>
                                <ChargeSpeed style="skip"/>      
                                
                                <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                                
                                <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
                                <CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
                                <CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
                                <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->
                            
                                <PossibleZoom style="nerf" value="2"/>
                                <Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
                            </Beam>
                    </Combination>
            </Cannon>
    under the <beam> section you'll see <Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight --> Change that to 1 and re-do your tests. if it's suddenly accurate with AI you've found a valid bug and valid workaround till AI get fixed.

    If that's exactly what's wrong we just need to female-dog up a weather-system 'till the devs make the default value a sane one.

    Related : working on a updating a 50% complete pre-sys 2.0 ship to bring it up to 2.0 and weapon pre, I've discovered that the thrust curve and power gen seems to make it impossible to move a ~250*100*270 ship that used to have 0.8 T:M at anywhere near the same T:M (the sidebar is telling me I'd need to increase my power output by 2 decimal places to match the existing thrusters, while the split stabs are already at 48% efficiency in the current output size range,) JOY. Balance passes need players to test and offer fixes because the testers and devs obviously don't extrapolate much. It's that gordian knot thing Edymnion was mentioning, so you can't fault them too hardwith their limited man-hours...​
    This is very interesting, I did look though the blockbehavior and I did see this, but I was not sure if that was for players or AI.

    EDIT: I find this rather interesting as well
    <Cannon>
    <!-- LMG -->
    <!-- PROS: Higher fire rate and faster projectile speed -->
    <!-- CONS: Less damage per power consumed, less impact force per damage -->

    <Damage style="nerf" linear="true" value="10"/>
    <Reload style="nerf" value= "5"/>
    <Distance style="skip"/>
    <Speed style="buff" value = "0.25"/>
    <Recoil style="skip"/>
    <ImpactForce style="nerf" value="2" />
    <PowerConsumption style="buff" inverse="true" linear="true" value="10" version="noreactor"/>
    <PowerConsumption style="skip" linear="true"/>
    <AcidFormula style="set" value="1"/>
    <ProjectileWidth style="skip"/>
    <ChargeMax style="skip"/>
    <ChargeSpeed style="skip"/>

    <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
    <CursorRecoilMinX style="skip"/> <!-- Min cursor recoil value -->
    <CursorRecoilMaxX style="skip"/> <!-- Max cursor recoil value -->
    <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->

    <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
    <CursorRecoilMinY style="nerf" value="5"/> <!-- Min cursor recoil value -->
    <CursorRecoilMaxY style="nerf" value="5"/> <!-- Max cursor recoil value -->
    <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->

    <PossibleZoom style="skip"/>
    <Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
    _____________________________________________________________________

    <Beam>
    <!-- Artillery Cannon -->
    <!-- PROS: Highest dps, big hole on hit -->
    <!-- CONS: slow to reload and slower projectile speed -->
    <Damage style="buff" linear="true" value="29.0" /> <!-- 1 + 36.5 = 600 damage -->
    <Reload style="buff" value="14" /> <!-- 1 + 14 = 15000ms -->
    <Distance style="skip" />
    <Speed style="nerf" value="1.33333334"/> <!-- 7.5 -->
    <Recoil style="skip"/>
    <ImpactForce style="buff" value="9" />
    <PowerConsumption style="nerf" inverse="true" linear="true" value="30" version="noreactor"/> <!-- 1+3 = 4x power consumption -->
    <PowerConsumption style="skip" linear="true"/>
    <ProjectileWidth style="skip"/>
    <AcidFormula style="set" value="2"/>
    <ChargeMax style="skip"/>
    <ChargeSpeed style="skip"/>

    <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
    <CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
    <CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
    <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->

    <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
    <CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
    <CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
    <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->

    <PossibleZoom style="nerf" value="2"/>

    <Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
    _____________________________________________________________________

    C+C amiable has been skipped for some reason so I am thinking that in order to get C+B to be like C+C you would have to set it to skip as well, instead of setting it to 1. I will try it out and if no one ells has by that time I will let you all know what I found.
     
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    DrTarDIS

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    This is very interesting, I did look though the blockbehavior and I did see this, but I was not sure if that was for players or AI.

    EDIT: I find this rather interesting as well
    <Cannon>
    <!-- LMG -->
    <!-- PROS: Higher fire rate and faster projectile speed -->
    <!-- CONS: Less damage per power consumed, less impact force per damage -->

    <Damage style="nerf" linear="true" value="10"/>
    <Reload style="nerf" value= "5"/>
    <Distance style="skip"/>
    <Speed style="buff" value = "0.25"/>
    <Recoil style="skip"/>
    <ImpactForce style="nerf" value="2" />
    <PowerConsumption style="buff" inverse="true" linear="true" value="10" version="noreactor"/>
    <PowerConsumption style="skip" linear="true"/>
    <AcidFormula style="set" value="1"/>
    <ProjectileWidth style="skip"/>
    <ChargeMax style="skip"/>
    <ChargeSpeed style="skip"/>

    <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
    <CursorRecoilMinX style="skip"/> <!-- Min cursor recoil value -->
    <CursorRecoilMaxX style="skip"/> <!-- Max cursor recoil value -->
    <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->

    <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
    <CursorRecoilMinY style="nerf" value="5"/> <!-- Min cursor recoil value -->
    <CursorRecoilMaxY style="nerf" value="5"/> <!-- Max cursor recoil value -->
    <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->

    <PossibleZoom style="skip"/>
    <Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
    _____________________________________________________________________

    <Beam>
    <!-- Artillery Cannon -->
    <!-- PROS: Highest dps, big hole on hit -->
    <!-- CONS: slow to reload and slower projectile speed -->
    <Damage style="buff" linear="true" value="29.0" /> <!-- 1 + 36.5 = 600 damage -->
    <Reload style="buff" value="14" /> <!-- 1 + 14 = 15000ms -->
    <Distance style="skip" />
    <Speed style="nerf" value="1.33333334"/> <!-- 7.5 -->
    <Recoil style="skip"/>
    <ImpactForce style="buff" value="9" />
    <PowerConsumption style="nerf" inverse="true" linear="true" value="30" version="noreactor"/> <!-- 1+3 = 4x power consumption -->
    <PowerConsumption style="skip" linear="true"/>
    <ProjectileWidth style="skip"/>
    <AcidFormula style="set" value="2"/>
    <ChargeMax style="skip"/>
    <ChargeSpeed style="skip"/>

    <CursorRecoilX style="skip"/> <!-- Cursor movement force multiplied with damage -->
    <CursorRecoilMinX style="buff" value="2"/> <!-- Min cursor recoil value -->
    <CursorRecoilMaxX style="buff" value="2"/> <!-- Max cursor recoil value -->
    <CursorRecoilDirX style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->

    <CursorRecoilY style="skip"/> <!-- Cursor movement force multiplied with damage -->
    <CursorRecoilMinY style="buff" value="2"/> <!-- Min cursor recoil value -->
    <CursorRecoilMaxY style="buff" value="2"/> <!-- Max cursor recoil value -->
    <CursorRecoilDirY style="skip"/> <!-- direction of recoil (>0 = up, <0 = down, 0 = random) -->

    <PossibleZoom style="nerf" value="2"/>

    <Aimable style="set" value="0"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
    _____________________________________________________________________

    C+C amiable has been skipped for some reason so I am thinking that in order to get C+B to be like C+C you would have to set it to skip as well, instead of setting it to 1. I will try it out and if no one ells has by that time I will let you all know what I found.
    AFAICT "skip" means use the parent value, "set" means replace parent value. So cannnon/cannon "skips" and thus stays the same as just cannon(in this case 1) while cannon/beam "replaces that parent 1 with a 0", meaning disable fire-at-cursor and force spinal-fire.

    "nerf" seems to mean "divide by" but I'm not actually sure and "buff" seems to mean "multiply" but again, not sure. Let's hope they answer it in a succinct manner in the "june 7th" Q&A since I asked cor clarification there. You can see those interactions in the other values.

    btw .[.code.]. and .[./code.]. without all those periods makes walls of text-file easier on the eyes. ;)
     
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    <Aimable style="skip"/> <!-- 1 = aimable with cursor. 0 = weapon only fires straight -->
    So this dose fix the problem of Cannon+Beam turrets be as good a shots as storm troopers.
     

    DrTarDIS

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    Looks like there might be a couple questions you could ask for the "current" Q&A thread...
     
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    Yup, there's a reason game developers always seem to be so cautious about making "obvious" fixes.

    People will say "Ability A is too powerful, nerf it!" when in reality Ability A is fine, but in situation X it becomes overpowered. However, Abilities B, C, and D all use the base calculation from A, and they're fine where they are. And Abilities E, F, and G are right where they need to be in situation X, so nerfing X is going to nerf E, F, and G to an unacceptable amount.

    Its NEVER as clear cut and straightforwards as it appears to an outsider. What looks clean and simple to the end user can be an absolute gordian knot of a mess behind the scenes.
    I'd put it more simply, see lesson #19.

    Anyways, I should take a look at missile capacity again. Last I tested, it was actually somewhat reasonable, but it sounds like it went to back to needing a crazy amount to get a few more missiles.
     
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    I just had an idea for a modifier system block that allows for weapons to act like a form of 'HEAT' round. I know that the artillery cannon kinda does this but i'm more thinking of almost skipping armor, dealing direct damage to internal systems.

    The way to balance this is would be to drastically reduce damage to shields and the blocks themselves as well as making it so that, depending on the size of the weapon, the length of armor it has to go through will affect the damage exponentially. It would also make spaced armor a viable setup choice on larger capital ships.
     
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    Ah, for the new mine system, I would like to see how the mines scale with the launchers as my testing so far tells me that they are only one size (i tried using two mine blocks together but they did not seem to work).

    Also, i would like to see an EMP and maybe a 'tracer' mine, a mine that does no damage or does not even register as weapon but sticks/attaches to a ship and allows for that ship to be tracked by the mine controller for as long the mine system does not run out of power (maybe the host ship need to stay active or the mine has its own power reserve) or is not shot off the ship it is attached to.
     

    DrTarDIS

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    I just had an idea for a modifier system block that allows for weapons to act like a form of 'HEAT' round. I know that the artillery cannon kinda does this but i'm more thinking of almost skipping armor, dealing direct damage to internal systems.

    The way to balance this is would be to drastically reduce damage to shields and the blocks themselves as well as making it so that, depending on the size of the weapon, the length of armor it has to go through will affect the damage exponentially. It would also make spaced armor a viable setup choice on larger capital ships.
    Couple hours later: already released as regular build. :ROFLMAO:

    FYI Your idea is in there, kinda
    Code:
    <cannon>
      ...
                            <EffectConfiguration>
                               <Kinetic>1.5</Kinetic>
                               <Heat>0.5</Heat>
                               <EM>1.0</EM>
                            </EffectConfiguration>
    Armor is strong vs X, shields vs y, systems vs z. All are weak vs 1 and regular vs another and strog vs the third. Acid dmg seems to take these values into cosideration. Atleast from what i'm reading through the tome-like BBC.xml.
     
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    StormWing0

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    Ya I've noticed mines are also stupidly expensive on the amount of a given block needed to launch them, 10,000 per block is a tad overkill if you're trying to nerf them to heck. :)