Combat Sim V2.6

Obsidian

Mongoose
Hard at work with a number of additions to this release of the combat sim.

Enhancements
- Random number generator speed increase. Should get sub second responses now.
- Variant fire modes. Can now specify Narn E-mine variants, EA Missile variants and EA laser/pulse firing mode. Missiles only on the front arc of the warlock though I'm afraid.
- Ship Crippling. When a ship moves below the damge threshold the combat sim will roll on all its extra traits to see which ones are destroyed.
 
Minor note Jay, just discovered that the Victory stats are really messed up. I was using it for the crippling test case so it has all sorts of extra stuff. Corrected version will be up for download tomorrow. Oh, you may also want to check the about screen... ;-)
 
Thks that's soooooo fast :D

Maybe we can see the "Redundant Systems" throws ?
(just want to combine it with CBD & see how it works :D )

and just because I saw it this morning : once you suffered a "no special action" can you "gray" the CBD & run silent boxes.

Any special reason for having adaptive armour as a box ?

The interceptors reset button puts the number of interceptors to 1 instead of the number of int. there is on the ship.
The target number is reduced to 2 as expected.

That's all for now ;-)


PS : In the Crits/Sp Actions way of working, is it possible to "repair" the crits, either by an automatic throw or by unchecking a box or something like that.
:oops: I just checked the about box thks
 
Maybe we can see the "Redundant Systems" throws ?

I knew there was a feature I was forgetting. Will get it in for the next release. need to create it as a new issue in Codeplex so I don't forget.

and just because I saw it this morning : once you suffered a "no special action" can you "gray" the CBD & run silent boxes.

Not a bad idea, but when do those go into effect again. End of the round or immediately? Continuing limitation of the sim is that it has no concept of rounds.

The interceptors reset button puts the number of interceptors to 1 instead of the number of int. there is on the ship.
The target number is reduced to 2 as expected

Whoops, well I need to fix that one.

In the Crits/Sp Actions way of working, is it possible to "repair" the crits, either by an automatic throw or by unchecking a box or something like that.

Hmmm now that is an interesting thought. What if I gave the defender a grid like the attacker's weapon grid with a checkbox next to the one you want to try and repair. Really, really need to work on that fleet creation portion so you can maintian a solid list of ships throughout a game rather than these one off firing passes.
 
I would say that when you suffer a "no sp. action" you still benefit from the effect of any SA you did this turn until the end of the turn.

It means that you can :
- wait until all the weapons nominated have fired to gray the box.
- have a list with the number of ships waiting to fire and gray the box only when it's equal to 0
- have a button "End of Turn" which can reset the interceptors, repair the crits, gray the boxes .....
 
Hi, check the anti-figther variant missile, the range is 15, but dont have the book to confirm it.

Exelent work!! Thanks.

Arcadia.
 
JayRaider said:
Centauri Centurion stats are wrong (weapons) :twisted:
Whitestar weapons stats are inaccurate :wink:

post the stats you have Jayraider so we can check your copy of the stats 1st ;) they could be right for all we know.
 
post the stats you have Jayraider so we can check your copy of the stats 1st they could be right for all we know.
:lol: :lol:
I'm using the stats from ACTA Mod .

In the combat sim Whitestar pulsars are 4AD AP AF. (Missing DD).
 
Cool Program.

One thing I noticed though is the Dilgar Mankhat's Heavy Bolters are listed as Slow-Loading.

I didnt have a chance to look at all the Dilgar ships but thats the only error I noticed on them.
 
One thing I noticed though is the Dilgar Mankhat's Heavy Bolters are listed as Slow-Loading.

I don't think that is a typo. It's like the Antifighter beam on the Drakh cruiser. It seems to be an obvious mistake, yet that is how it is in the book and it has never been erratted by Mongose like they have with their other books.
 
Obsidian said:
One thing I noticed though is the Dilgar Mankhat's Heavy Bolters are listed as Slow-Loading.

I don't think that is a typo. It's like the Antifighter beam on the Drakh cruiser. It seems to be an obvious mistake, yet that is how it is in the book and it has never been erratted by Mongose like they have with their other books.

Ah Ill have to check the book again when i get home I was under the impression that only the Wahant has the mislabeled Heavy Bolters.
 
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