|
Post by tenbsmith on Jul 13, 2015 9:06:07 GMT -5
Does increasing this stat increase the number of tiles from which fog-of-war is removed as a ship moves? In other words, does it increase a ships range of vision.
If so, how much sensor is needed to reveal how many tiles?
The game manual only mentions that sensor improves the chance of counter attack, but posts on the forum have suggested it also affects range of vision.
I'm designing an inexpensive Scout fighter to remove fog-of-war from my borders so i can see Xeno offensive moves and World Killers coming when they're further away. Giving me more time to respond. I'm wondering if I should put points into sensor, and if so how many.
|
|
|
Post by bookworm21 on Jul 13, 2015 13:25:58 GMT -5
I think sensors also affects invasion, and haven't noticed larger or smaller FOW clearance with different values.
That said, haven't 4X'ed in a while so that may have been tweaked in an update
|
|
|
Post by Cory Trese on Jul 13, 2015 13:42:21 GMT -5
Invasion, Counter Attack, Missile Defense.
Tying Scan Range to Sensors ... this is one the list.
|
|
giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
|
Post by giddion on Jul 14, 2015 16:56:41 GMT -5
I have created a refuelling carrier with a focus on sensors and torps. Not built yet, but I am pretty sure (from a previous game) that it increases the field of view.
Most of my ships (all) have scanner 3 at the moment, I use this to increase field of view and planning during envassions and defence.
|
|
|
Post by tenbsmith on Jul 17, 2015 8:44:26 GMT -5
giddion, if you get the chance, it'd be great if you report back regarding that carrier with high sensor does indeed have increased field of view.
|
|
giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
|
Post by giddion on Jul 20, 2015 20:30:59 GMT -5
giddion, if you get the chance, it'd be great if you report back regarding that carrier with high sensor does indeed have increased field of view. Sorry I have been afk. Our family dog was killed recently in a senseless accident involving a speeding car, that did not stop after the accident. It has been quite horrific. Anyway... I did look at this just today, and it does not seem to make any difference to the FoV. I am struggling to understand the value of sensors, Cory Trese fallen
|
|
|
Post by tenbsmith on Jul 21, 2015 9:20:49 GMT -5
giddion, I'm so sorry to hear about your dog. The loss of a pet is difficult. Having it happen that way would make me angry. Regarding the value of Sensors, this is an aspect of the game that has not been fully developed. The TBs create games with massive scope that provide great depth. Doing that with such a small team means that some aspects of the original vision for the game are not fully realized until quite some time after the game is released. Take a look at the Updates subforum for their first game Star Traders. That game was released years ago (2008?), still gets updates, and is up to version 5.9.3. Be patient and sensors will probably get fleshed out eventually. P.S. Thanks for reporting back that sensors does not affect FoV. Maybe in a future update it will, that would be very logical and useful in the game.
|
|
|
Post by Cory Trese on Jul 21, 2015 14:14:00 GMT -5
Sensors are used to determine counter attack, counter attack hit, counter attack rate and are rolled for generating XP.
Sensors are also used to determine how quickly an AI identifies the ship type (they make a counter-sensors roll every turn.)
Giving them the ability expand defogging code would be great. The defogging mesh is pre-computed for each map and doesn't support multiple ranges for the player's units, for either influence or vision range.
I hope that in the future we can afford to extend that!
|
|
|
Post by tenbsmith on Jul 21, 2015 16:33:54 GMT -5
Whoa, looks like my last post was pretty off-base. There has been mention of expanding sensors so they affect the range of Scans. Looks like sensors will never affect FoV in ST4X Cory Trese, could you expand on: 1) sensors... "...are rolled for generating XP." AND 2) What happens when the AI "identifies the ship type"
|
|
|
Post by Cory Trese on Jul 21, 2015 18:01:31 GMT -5
Well, I am trying to figure out how to re-compute AI meshes so why not FOV ones? It would be really, really nice to have that. It would make Sensors really useful, and you could make normal ships nearly blind.
|
|
giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
|
Post by giddion on Jul 21, 2015 20:10:09 GMT -5
FoV is super important. It should also affect the ability to detect ships within the FoV that have high stealth. Counter rolls etc.
In theory, a ship with very high stealth (8-10) and a ship with very low sensors (1-2) could be sitting outside of a systems FoV, in open space, and be adjacent to each other, but the Stealth ship would not be seen on map, until it takes an act of aggression.
Think of the Romulan warbirds.
|
|
|
Post by elwoodps on Jul 24, 2015 8:46:43 GMT -5
Sensors are used to determine counter attack, counter attack hit, counter attack rate and are rolled for generating XP. .... Hi Cory Trese, I have a question about the last part of this statement. "When you stated that "Sensors.... are rolled for generating XP...", this puzzles me. A ship always gains one XP when it destroys any Xeno ship, so it would seem that there's no rolling going on there. Is this rolling you refer to how XP gain is determined for Invasion transports when they invade?
|
|
giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
|
Post by giddion on Jul 24, 2015 18:34:32 GMT -5
Sensors are used to determine counter attack, counter attack hit, counter attack rate and are rolled for generating XP. .... Hi Cory Trese, I have a question about the last part of this statement. "When you stated that "Sensors.... are rolled for generating XP...", this puzzles me. A ship always gains one XP when it destroys any Xeno ship, so it would seem that there's no rolling going on there. Is this rolling you refer to how XP gain is determined for Invasion transports when they invade? I have ships with 0 sensors and they don't get XP for every kill, it varies. Sometimes it is as bad as 3 or 4 kills for an XP.
|
|
|
Post by Cory Trese on Jul 27, 2015 18:50:07 GMT -5
Hi Cory Trese, I have a question about the last part of this statement. "When you stated that "Sensors.... are rolled for generating XP...", this puzzles me. A ship always gains one XP when it destroys any Xeno ship, so it would seem that there's no rolling going on there. Is this rolling you refer to how XP gain is determined for Invasion transports when they invade? I have ships with 0 sensors and they don't get XP for every kill, it varies. Sometimes it is as bad as 3 or 4 kills for an XP. Yes correct. Don't use 0. Give your Captains a chance ... use 1 =)
|
|
|
Post by Ronny on Dec 18, 2016 12:41:55 GMT -5
I'm for the guys up top. Sensors are very likely for helping dodge rolls and not much else. I have a sensors 17 fighter (rightly named "spotlight") that was meant to reveal a massive area around my base that I had to turtle to survive the onslaught of xenos. Didn't work. :/ But, hey, Always good to have a cheap fighter to smash into those missile ships.
|
|