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Home » Stars! 2.6/7 » The Academy » Weapon range and firing order
Re: Weapon range and firing order Tue, 23 November 2004 03:26 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Kotk wrote on Mon, 22 November 2004 13:53

So if i understood it correctly then iztoks algorithm is also bit wrong. Wink

WTH Arguing 3 Boxing My algorithms are NEWER wrong! Wink

I have to admit I don't get your point. The algotithm I've proposed does randomize firing order once, before battle starts. Then it just proceeds with this order(s). Keep in mind there are 65 arrays (for 65 possible inits) with token/weapon pairs. So your CCs' weapons are stored in two different arrays: CC# / sappers in init 20, and CC# / colloidals in init 11. As the procedure decreases the init (from 64 to 0) the CC#/sapper pair will always fire first, and tokens always in the same order (for the particular battle).
So my algorithm is not wrong. QED. Thumbs Up
Very Happy
BR, Iztok

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Re: Weapon range and firing order Tue, 23 November 2004 05:33 Go to previous messageGo to next message
Staz is currently offline Staz

 
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iztok wrote on Tue, 23 November 2004 08:26


WTH Arguing 3 Boxing My algorithms are NEWER wrong! Wink


I think the idea was you are randomizing the weapon slots, whereas it should be the tokens that are randomized. So precendence is...

1. initiative
2. token random value
3. weapon slot number

The difference being that slot 1 on a DD always fires before slot 2, for example.

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Re: Weapon range and firing order Tue, 23 November 2004 14:54 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Staz wrote on Tue, 23 November 2004 11:33

I think the idea was you are randomizing the weapon slots, whereas it should be the tokens that are randomized. So precendence is...
1. initiative
2. token random value
3. weapon slot number

In add. 3 should be ALL slot numbers that have the same init. If there's only one slot it could happen the token will fire that slot, then another token would fire weapon with the same init, and after that the first token would fire another slot with the same weapon. That didn't ever happen in my testbeds and in battles.
IMO it would be best to check each time, when the token gets "focus", what weapons it can fire with the given initiative and then proceed with firing according to slot firing order.
BR, Iztok

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Re: Weapon range and firing order Tue, 23 November 2004 16:58 Go to previous message
Staz is currently offline Staz

 
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Messages: 514
Registered: November 2003
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iztok wrote on Tue, 23 November 2004 19:54

In add. 3 should be ALL slot numbers that have the same init. If there's only one slot it could happen the token will fire that slot, then another token would fire weapon with the same init, and after that the first token would fire another slot with the same weapon. That didn't ever happen in my testbeds and in battles.
IMO it would be best to check each time, when the token gets "focus", what weapons it can fire with the given initiative and then proceed with firing according to slot firing order.
BR, Iztok


I think that's what I was saying Confused

The algorithm is...

sort tokens randomly before battle
for init_level = 64 down to 1
   for each token (in order)
      for each slot
          if slot.initiative = init_level
              fire slot


So, for example, a colloidal DD would fire all 3 slots together, and then another stack of colloidal DDs would fire all 3 of it's slots.

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