Outpost Universe Forums
Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: Betaray on January 19, 2004, 06:13:19 PM
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so how does the current op2 dmg system work?
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i can't believe i'm saying this, but i would like to know too.
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and the population engine, that would be intresting to know also
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so how does the current op2 dmg system work?
and the population engine, that would be intresting to know also
These relate more to OP2 then OP3..
Please, return to the topic.
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you mean, more to op3 than op2
well we cant really talk much about op3 because we havent had any info on it, at least i havent seen any
so if you have any info on op3 please post
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Beta ur going to make them spoil the first time experience, i would rather play it before i know how it works.
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huh, that makes no since
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I "think" he was refering to how he didn't want to know how OP3's damage system and population system worked...
But then, I guess it would be okay to know how OP2's systems worked.. if we could get to them, that is.
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yea, ur right in wht u thought x, i wouldn't mind knowing how the op2 dmg systems worked, as long as op3's dmg system isn't based on it.
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Here is what I know about how the damage system works:
First there is the base amount of hit points. The game tallies up how much damage is inflicted to a certain unit and takes the amount of damage inflicted away from the base amount of hit points.
Population system, I am not so sure about. I remember when I was first playing around with memory scanning, I observed how the game handles new scientists/workers. At the time, I was unable to edit the number of available worker/scientists, but was able to edit the overall number. So when a new worker/scientist is trained, x amount of that type of person is added to the overall count, and from there the game calculates how many of each are available.
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Remember disasters and other events factor into the population.
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there are alot of factors, morale is a big one, with trigers, like if you destroy an enemy nursery
and the dmg system is probly more complex than that, because it basicly has to calculate it twice, remember wepponds do cuncussion dmg and penatration dmg, I bet both types of dmg are in a random number within set limits, that would change for different wepponds, and different upgrades to wepponds, penatration dmg would take off hp without going through the armor system, while cuncussion dmg would be lowered by how heavy the armor is, what I am mainly wondering is, how much does armor take off? does light armor divide dmg in half, meadom armor in thirds, and heavy armor in foruths?
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whoa, that was a little confusing to read, but how i think the armor system works is just giving a structer more hit points, and the bigger the structer, the more hitpoints is has, but i'm starting to think of the armor just slowing down the effectiveness of the weapon attacking it.
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yea, I dont really like to use periods much lol
but like I said above, each weppon has cuncussion, and penatration dmg, so armor only reduces 1 type of dmg, and im just wondering exactly how it does that
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oh, i c where u are going, i'll join u in wondering, cause i'm a little rusty in the area on concusion damage.
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I guess I could experment, but I dont feel like it lol
also, is the dmg system the same for units and buildings?
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I think it is, just the buildings have mor hp then the tanks
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true, so theres really nothing to talk about lol
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your right, there isn't, but that still doesn't explain the pop system.
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yea, I remember knux said it was the 2nd hardest system in the game, but I wasnt able to get more information on how it worked
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The way concussion and direct damage work as I see it in most games, is that the direct damage is when a weapon hits the target, and concussion is the blast effect from weapon hitting a something, ether the target or something nearby.
Thus a target can take damage from both, first the direct hit then the concussion to the surrounding area.
But one thing to remmeber is that the heavier the armour the less the effect of the concussion damage.
I'd quess that Outpost 2 would use something simular.
population is subject to food, living room, power, med., number of available works/scienists, which controls the moral level. Food, moral, disasters, power, etc..., controls the number of population and the number of new births & deaths.
As to the exact workings I'm not 100% sure!
DragoFire
Note;
these are my thoughts and you may not agree, but that's your right!
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I think it works something like that too
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Yeah, but I think they mean the actual code. I could probably make a high-level diagram.
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i'm going blank, wht code?
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The OP2 program code.
No, I dont want to look at the AI code. Lol.
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ok, just checking