Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
DizzyKungFu

Registered:
Posts: 87
Reply with quote  #1 
Documenting my testing because many of these did NOT behave as I expected:

set_object_property property="playerShields"
No apparent effect at all. Does not seem to function.

set_object_property property="playerWeapon"
Does seem to function, but not as a straight percentage adjustment. For example, setting this value to "40" seems to only reduce player beam weapons to about 82%. Setting value to "250" was about 111%.

set_object_property property="nonplayerWeapon"
No apparent effect at all. Does not seem to function

set_object_property property="nonplayerShields"
Appears to function as predicted. Value "50" halves shield strength. Value "200" doubles shield strength.

set_object_property property="nonplayerSpeed"
Does function as predicted, "50" is half speed, "200" is doubled. HOWEVER, this makes the movement very jerky... almost like the game is periodically grabbing and moving the ship. I wouldn't recommend changing this greatly.

Darrin

Registered:
Posts: 86
Reply with quote  #2 
These are global variables that are usually set in a procedurally-generated mission according to the difficulty level. They basically scale up or scale down the difficulty by changing how much damage beam weapons do, how quickly shields are reduced by damage, and how fast the enemies close on a target. You may not notice the effect because the game engine is adjusting how damage and shield strength is calculated rather than changing the numeric value of the shields.

For example, a light cruiser will start with 100 Front and Back shields regardless of the difficulty or regardless of the playerShields value, but the enemy beam weapons will do more damage, and the enemy shields will take more damage to knock down to zero because these global values have been changed. 

When you set enemy speed to 200, they do move faster, but if you don't increase their turnRate accordingly, they tend to jerk around the screen. That's because they move forward faster they can turn, the AI attempts to turn toward their target and can't quite point towards the correct direction before they jump forward on the next tick. (There is no global variable to make enemies turn faster.)

In a scripted mission, these global properties are defined in the Start event. You can either adjust them to make the mission more challenging, or just leave the default values the way they are. 

DizzyKungFu

Registered:
Posts: 87
Reply with quote  #3 
Quote:
Originally Posted by Darrin
For example, a light cruiser will start with 100 Front and Back shields regardless of the difficulty or regardless of the playerShields value, but the enemy beam weapons will do more damage


I thought this would be the case too, but i tried a bunch of settings for nonplayerDamage between 40 and 300 (as per the range in the documentation) and it made absolutely no difference in the damage to the player shields. The Difficulty setting does change the damage as advertised tho. So there is still a way to manage this, but nonplayerDamage is def not it. Maybe it worked in a previous version?
Darrin

Registered:
Posts: 86
Reply with quote  #4 
Quote:
Originally Posted by DizzyKungFu


I thought this would be the case too, but i tried a bunch of settings for nonplayerDamage between 40 and 300 (as per the range in the documentation) and it made absolutely no difference in the damage to the player shields. The Difficulty setting does change the damage as advertised tho. So there is still a way to manage this, but nonplayerDamage is def not it. Maybe it worked in a previous version?


It could be that in previous versions, these values were part of the damage calculations, and at some point Thom changed how damage is calculated so these variables are no longer included. The damage values for various ships/stations given on the Wiki pages are from older versions of Artemis, and I don't know if they are still accurate. I know Torpedo damage has changed over the different versions. In previous versions of Artemis, torpedo damage could be set via the .ini file. Somewhere between 2.4 and 2.6, that changed, which made the modders unhappy because they lost a lot of control over how torpedoes worked in the various fictive universes they were trying to emulate. 2.7 brought back modifying the torpedo damage, but there are stability issues that we're still trying to smooth out.

I think when 2.7 was released, Thom mentioned that enemies were "tougher", so he might have made changes to how damage is calculated for enemies?


Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.