I <3 you IC guys and gals

And your wonderful modding capabilities!

I have finished my stroll through the files availiable and they´re really great!
many many thanks to you!
The Gameplay.constants is a modders wet dream!
Nothing complicated or cryptic, everything easily adapatable and understandable.
I really like how the files are structured overall.
AWESOME!
Can´t say it often enought
AWESOME!
AWESOME!
AWESOME!

Also some constants i would like to see

InCombatBuildRatePenalty (builder under fire builds slower)
InCombatShieldRegenerationPenalty (Shields regen slower under fire)

A supply system for the insurgency tech, that works like the raiders strength, currently its a fixed value, no matter how strong the opposition is.

And last but not least:
The constant
"HullPointPercentageIncreasePerArmorPoint 0.05"
Does this mean that every point armor serves as a virtual 5% hullstrength when calculating damage. (no additional hp. simply damage reduced because there are invisable 5% of extra hull that wont deplete)
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Reply #1 Top
Does this mean that every point armor serves as a virtual 5% hullstrength when calculating damage. (no additional hp. simply damage reduced because there are invisable 5% of extra hull that wont deplete)


I don't think that "gels" with the (unpublished) "armor equation" someone worked out. To quote myself from my manual thread... "Armour, on the other hand, helps absorb incoming hull damage. The equation (1-(Armor/100))^4 is an approximation of the formula for percentage damage negated. However, the actual equation used by the devs is, currently, unknown."

You know, I am not looking forward to the oh-so-obvious next step... of updating that manual to include Vasari.
Reply #2 Top
Well, i don´t know how it works yet, i´ll try around twaeking that variable a bit and see how it plays out.