Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Jetmech Jr. on March 18, 2005, 02:58:09 pm
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What do the "capital", "Big Damage", and "Supercap" flags mean?
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"capital" says it's a cap ship. "supercap" says it's a juggernaut, etc. i'm not sure about the "big damage" though.
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...You don't need flags to tell it's a Capship or Juggernaut.
Do they have any effect on the damage Anti-Capship bombs will do to them?
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Originally posted by Jetmech Jr.
...You don't need flags to tell it's a Capship or Juggernaut.
well, actually, i have some experience with flags.
usually, the "capital" and "supercap" flags tell the game which subspace sfx to use. it's also good for the techroom, so when you have a capship, if you have the "fighter" in techroom database (or whatever), it'll zoom out to where it's hard to see. if you put the "supercap" in techroom database for a Colossus, it would be at the perfect zoom.
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Ah, you're right. Thanks.
Now what about the damage?
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don't ask me. :D
i'm trying to figure that out myself, actually.
[EDIT] i THINK "Big Damage" is given to corvetees and up since they have more than 2 anti-capship and anti-fighter beams.
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Capital and SuperCap affect the AI and generally how the ship is treated in-game.
Big Damage means fighters can't bring the hull below 20% or something.
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We're both right, then. :D
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Originally posted by Carl
Big Damage means fighters can't bring the hull below 20% or something.
IIRC it means weapons without the 'huge' (or something like that...) flag can't damage the hull under 20%.
I have a feeling the ship-type flags are used for the AI, both in terms of how the ship flies, and also how other ships target / prioritise targeting it.
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:nod: i think he's got it.
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The Reason I ask is because A Harbinger bomb is only supposed to do 3200 (3.2%) to an Orion, yet it does variable damage ranging from 4% to 6% to an Orion ingame. I'm trying to figure out why.
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It depends on how fast it's going.
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Err, for the record, Big Damage protects at 10%, not 20.
(Many a Moloch survived the main campaign for that reason alone.) :mad2:
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Originally posted by Carl
It depends on how fast it's going.
Eh? How fast it's going?
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:wtf: then why do I deal at least 10-15%+ damage.
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so if you start poinding a molocch with a subach you can get it down to 10% but no further?
What about supercap, do weapons need this flag to hurt supercaps, i cant kill a sath with helios's at all.
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i thought Big Damage made it possible to be targeted by beams...? you don't see Collosus taking out bomber wings with beams often, do you?
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Big damage does...absolutely nothing. Except that any ship with it will only have 5% damage dealt by flak.
capital and supercap flags basically make a ship targettable by big weapons (ie heavy beams).
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What about the bonus damage? I still haven't gotten a clear answer as to why the Bombs deal more damage than they should...I'm not sure what Carl meant...
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Looks like damage depends on the hull strength of the object being hit.
On a side note, shiphit.cpp is a very interesting file. Especially the bottom of it. :D
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I just find this remarkably confusing. 3200 should be 3.2% of the Orion. Does anyone positively know why the ingame damage varies from 4%-6%?
...what does the bottom of it say?
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It handles the screen flashing code and a variety of other stuff, like the function to do damage to a ship.
Edit: And I'd say it's because of what I said...it depends on the hull strength. For an orion, here's what it'd be:
total_scale = 1.0 * (target->hull_strength / target->initial_hull_strength) * 0.9
Edit 2: On second thought, it looks like the "bomb" flag on a Cyclops would make it skip everything but the 1.0...so it should be full damage every time. :wtf: Maybe it's residual damage from the shockwave?
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Oh, n/m.
A question, though. Using that, how much damage would a Harbinger do to, say, a Sathanas?
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Somewhere between its real damage amount, and .75*(Sathanas' hull percentage), right off the top of my head from looking at that code.
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Edit 2: On second thought, it looks like the "bomb" flag on a Cyclops would make it skip everything but the 1.0...so it should be full damage every time. Maybe it's residual damage from the shockwave?
Well, I never tried the Cyclops. I've only been testing the Harbinger and Helios.
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Same goes for anything with the "bomb" flag.
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Originally posted by FireCrack
so if you start pounding a molocch with a subach you can get it down to 10% but no further?
Exactly. :)
To override the Big Damage flag, you need a Huge weapon. Cyclops, Tsunami, Helios, Harbinger, Phoenix V, Barracuda, and Trebuchet all fit this category.
I thought Big Damage made it possible to be targeted by beams...?
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No. Cruisers do not have the Big Damage flag, but they're still valid beam targets. Any flag of "freighter" or larger makes them viable targets for anticap beams. (Might be "transport" -- i forget whether Argos are valid targets for beams.)
Anyhow, because cruisers don't have Big Damage, one fighter with full banks of Tempests can own them quite handily, as the burned-out wreck of any Fenris can attest. But you can't do that with, say, a destroyer or a corvette. (You used to be able to, tho, in FS1.)