EvilleJedi

EvilleJedi

Joined Member # 2408531
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a quick note on why mitigation is important for specifically how this game engine handles damage the basic problem with high shield regen rates is that then the small ship needs to be able to kill itself, with a high regen rate you force the weapon dps to be higher so that two small ships can kill each other, with mitigation you are limiting the maximum damage from multiple targets to make the gang up effect less prevelant without increasing the small ship DPS

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depending on which model you go by the venator can bring all of its hevay guns forward (the one in clone wrs cartoon is a thicker hull than the one in the movie) the venator can also bring all of its guns to the front with about a 6 degree down angle, so it it is a favored angle of attack especially since it is a smaller profile to hit. Though TBH it is more of a broadisde vessel in general usage. mitigation is bascially required in the game unless you want to have thou

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I'd say performance is an issue especially on older computers for sins in general, I wish that the mindump files would be more useful because when I ran the mod with a debugger I found that a lot of the minidumps occured on memory deallocations or register moves, might be interesting to know what was being moved or deallocated and why performance is a factor.

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really the only good counter for going against an SSD is a large fleet really trying on getting an entrenchment release out, but there are some aspects that are not cooprerating with files causing minidumps that weren't a few days before (and going to the backups doesn't help) argh

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and therefore the millenium falcon being the example shows that engines do not have to be circular, many EU ships do not have circular engines and to say it is 'un star wars' is basically showing that you either have a strict definition of what is really star wars (the movies, which btw is a perfectly acceptable viewpoint) or that you have had very limited exposure to the EU.

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to the best of my knowledge that dictates what the AI builds, not how it uses it. until ironclad relents and puts a LUA or similar scripting engine with hooks to the AI we won't be able to actually modify the behavior of the computer players or alter the actual gameplay logic right now what we can really do is tweak the constants in the formulas that they have exposed A good analogy would be like Ax^2 + bx +c we can set A B and C as constant floating

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