BlastGT1
Templar
[ Heroes of Steel Supporter ]
Turning ships into shards with Alchemy
Posts: 920
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Post by BlastGT1 on Feb 28, 2013 13:04:02 GMT -5
There's still going to be a good chunk of luck involved.
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"Issue the standard Cadar greeting, Ensign." "But sir, that's one of our allies!" "I know that, Ensign. We're confirming that the treaty is still in effect!"
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Post by slawyer on Feb 28, 2013 18:42:54 GMT -5
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Post by fallen on Feb 28, 2013 19:32:29 GMT -5
LOL +1
that is an awesome service
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Post by Deleted on Mar 28, 2013 18:24:02 GMT -5
I don't know about lv500, but for lv200 there's definetly more than a 1-2% difference in skills. I'm not able to gun certain enemies after a few guns attacks yet I'm able to torp them. My engines are 66, quick agility, 291 pilot, 16 tactics, 1 stealth. I mean I know that the AI penalties go into effect for countinuous repeating actions, but its only a penalty, and not enough to make up for such a big difference alone. Enemy skills must be at a huge difference.
And I can confirm, high pilot does advance vs retreat and retreat vs board. Does not do retreat vs guns or advance vs torps (but does help with evasion, or maybe that's quickness). As I said before the difference btw pilot, tactics and stealth is huge right now with my captain so I can tell exactly what pilot does and doesn't do. Also, Pilot does do torpedoes and retreat, but its VERY minor (or maybe that's quickness also).
I'm still having a hard time believing stealth doesn't do advance vs retreat, as I figured stealth would do all changing range actions at long. Then again, I also though Pilot did all changing range actions at short, and apparently it doesn't: Pilot doesn't retreat vs gun and ram at short. So what i thought could very well not be true.
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bruceasinger
Curator
[ Elite & Star Traders 2 Supporter ]
Posts: 39
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Post by bruceasinger on Apr 14, 2013 18:31:40 GMT -5
You wrote: STEALTH + TACTICS + (SPEED * STEALTH) + (SAILS|ENGINES) [Ancient Reactors: +8] In this formula, do you mean that (Sails|Engines) is multiplied by the 8 point Ancient Reactor's bonus? Also, since I am playing a merchant, I have been putting 40-50% of my XP into Stealth so I can escape from combat which according the the above formula, works well. Since stealth counts twice for your level, would it be better to raise some other stats so I don't level so fast?? Any thoughts? Sincerely Bruce Pilot doesn't help you retreat; Stealth does that. Retreat is: (your dice) STEALTH + TACTICS + (SPEED * STEALTH) + (SAILS|ENGINES) [Ancient Reactors: +8] vs. (npc dice) PILOT + STEALTH + ENGINES + CREWMORALE + (AGILITY * PILOT) (SAILS|ENGINES) means +Sails if combat range = 3 or +Engines if combat range < 3. CREWMORALE is the bonus (0-20) for current crew level and morale. SPEED is 0 = slow, 1 = medium, 2 = fast AGILITY is 0 = slow, 1 = medium, 2 = quick The dice test is: Shot = Player dice + 1d42 - (npc dice + 1d42) If shot < -3, the npc gains range on you. If shot > 3, you gain range or escape if range = 3. If -3 < shot < 3, range stays the same. You might be getting bad rolls, or your Stealth might be too low. If you could keep Stealth at 200% level, you could get away all the time, but your other stats would really suck, to the point where you couldn't do much else and the game would be very boring. Having Pilot 200% of level should mean that nobody can get away from you when you try to close range, no matter how high level they are (except aliens, they might beat you in Pilot).
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Post by Deleted on Apr 14, 2013 19:59:19 GMT -5
Ancient reactors count as 8 not 6 for changing Range. But battle prow is better for ram.
If you want to be a flee and torp based captain, use stealth and tactics. Stealth counts as more than other skills, but longe range combat is the least risky combat so its a tradeoff. Tactics will help for launching torps if you can't or don't want to escape. Invest some in pilot or intimidate as well for fuel consumption. Pilot is generally better for combat and fc in green sectors.
From the formula below, a fast ship would be best obviously.
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bruceasinger
Curator
[ Elite & Star Traders 2 Supporter ]
Posts: 39
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Post by bruceasinger on Apr 15, 2013 23:25:01 GMT -5
I have been reading a lot about this. Somewhere{Wish I could find it now} I read where Corey said that at long range, Stealth and Sails were important in trying to change range. At close range, it was Pilot and Engines that were important. At medium range, if you are trying to change to Long range, it was Stealth and Sails but if you were trying to change to short, it was Pilot and Engines. My guess, the forumula is STEALTH + TACTICS + (SPEED * STEALTH) + (SAILS) For Long range and STEALTH + TACTICS + (Agility * Pilot) + (Engines)+8 if you have Ancient Reactors for Short Range. Read more: startradersrpg.proboards.com/index.cgi?action=display&board=tips&thread=3649&page=2#ixzz2Qb4TmgO7Ancient reactors count as 8 not 6 for changing Range. But battle prow is better for ram. If you want to be a flee and torp based captain, use stealth and tactics. Stealth counts as more than other skills, but longe range combat is the least risky combat so its a tradeoff. Tactics will help for launching torps if you can't or don't want to escape. Invest some in pilot or intimidate as well for fuel consumption. Pilot is generally better for combat and fc in green sectors. From the formula below, a fast ship would be best obviously.
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Post by Deleted on Apr 16, 2013 0:11:07 GMT -5
Don't worry about the specific formula. St is very complex and the code for anything is bound to be long and confusing. Just remember that in general...
Advance vs gun or retreat is pilot agility and engines Advance vs torp is stealth speed and sails Retreat vs torp or advance is stealth speed and sails Retreat vs board is pilot agility and engines (as well as crew warrior and strength) For advance vs torp pilot (together with quickness) will evade torp but not change range if high enough
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he
Curator
Posts: 41
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Post by he on Apr 16, 2013 3:14:28 GMT -5
This is amazing. Thank you - I was trying to do this through brute force testing.
Now I'd really like to read the source code, because it'd help me track down features vs. bugs and give better bug reports. However, I don't really wanna install JDK again (it might make me do terrible things...*terrible* things, like writing 5000 lines of code without a single comment and using only 1 letter function names) nor go through the headache of getting the executable for elite. I suppose I could settle for the free executable...and I've already started installing JDK 7u17 before I've finished typing.
Sigh... now I suppose I'll need to install Eclipse again, too.
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Post by Deleted on Apr 16, 2013 5:45:55 GMT -5
The st cose isn't meant to be read. Even if you analyze the code during combat it'll onlybe part of the code. Don't worry about it.
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bruceasinger
Curator
[ Elite & Star Traders 2 Supporter ]
Posts: 39
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Post by bruceasinger on Apr 17, 2013 0:49:03 GMT -5
Knowing the evasion has a (Stealth * Speed) is very important. If you want to Max your evasion chance, Get the a Fast ship with most sails and raise you stealth as much as possible. With a fast ship, every point of stealth is 4 points of evasion. I don't really understand what you are trying to say. At long range, to advance is based upon Ship Speed, Stealth, Sails and Tactics. This also affects your firing of torpedoes. At short range, to advance is based upon Ship Agility, Pilot, Engines and Tactics. This also affects your firing of Guns. At medium range, if you are trying to increase range, you use Ship Speed, Stealth, Sails and Tactics. If you are trying to decrease range, you use Ship Agility, Pilot, Engines and Tactics. Don't worry about the specific formula. St is very complex and the code for anything is bound to be long and confusing. Just remember that in general... Advance vs gun or retreat is pilot agility and engines Advance vs torp is stealth speed and sails Retreat vs torp or advance is stealth speed and sails Retreat vs board is pilot agility and engines (as well as crew warrior and strength) For advance vs torp pilot (together with quickness) will evade torp but not change range if high enough
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Post by Deleted on Apr 17, 2013 6:57:04 GMT -5
What changes range is based on enemy actions in addition to the range you're at At long, stealth does advance if the enemy torps At short, pilot does retreat if the enemy tries to board Pilot does advance if the enemy tries to retreat whether at long or med range Stealth does retreat if the enemy torps whether at long or med range
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Post by morten on Apr 19, 2013 0:49:00 GMT -5
I can't get the code to work. Whenever I change something on the sheet, the piece "Private Sub Worksheet_Change(ByVal Target As Range)" is highlighted yellow and the line "Col =" is selected (standard mouse selection).
The error message is "Compile error: Can't find project or library"
This error happens no matter what range I change, not only when changing a24.
EDIT: I found another problem. The Sub ApplyPoints() had trouble as well. I fixed both issues with my excel version anyway.
Fix to Private Sub Worksheet_Change(ByVal Target As Range):
Insert Dim Col below the line Dim val
Fix to Sub ApplyPoints():
Replace all lines that appear like this: If Range("F8") <> "" Then Range("C6") = Str(val(Range("C6").Text) + val(Range("G8").Text)): Range("C8") = Str(val(Range("C8").Text) + val(Range("F8").Text)) With this: If Range("F8") <> "" Then Range("C6").Value = Range("C6").Value + Range("G8").Value: Range("C8") = Range("C8").Value + Range("F8").Value
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Post by slawyer on Apr 20, 2013 9:04:50 GMT -5
Sorry the code is so sloppy and thanks for the suggestions! I have posted a newly revised version here with those changes, and a few others: docs.google.com/file/d/0B_bzA3uAE2OjbTVoNmQ1MWljZjg/edit?usp=sharingNow the percentages next to each stat and skill compute percent of level instead of percent of total (more helpful I think), and the same for the maximum NPC stats and skills. I also added a column to show the actual maximum calculated NPC stats from the NPCGenerator sheet. -edit- updated link
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Post by morten on Apr 20, 2013 15:44:21 GMT -5
Glad I could help :-)
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