ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
From my testing TurnBeforeReach=0 might as well be 1 and TurnBeforeReach=1 might as well be 2.
Think of it as AddtionalTurnBeforeReach=0 leaving the base as 1 round of combat, thus meaning that 1 flak can kill 1 missile a round so with AddtionalTurnBeforeReach=0 the base is 1, meaning the flak gets one shot.
As is why flak usualy shoots down 3 with the missiles with AddtionalTurnBeforeReach=3
as for a phase having 4 rounds, missiles clearly hit in round 4, meaning that they launch in round 2 of a phase.
Launch, 3 before hit: 2 before hit, 3 to reload : 1 Before hit, 2 to reload : missiles hit, 1 to reload. and then in the next phase the missile can fire at the begining of the next phase as the reload timer runs out.
noteing as well that a weapon cannot reload and fire in the same round.
Igncom1 wrote: O rounds to reach means tha the round the weapon is fired, is the round it can be intersepted.
I remember the calculation is like this: (0~IE)*(TurnsBeforeReach+1) Am I wrong? Igncom1, are you sure? if you are right, then it will be a lot easier to mod the defense modules!
If I remember correctly those values were not ignored and thus caused major trouble.
Shield 1 and All Deflectors had an erronous Intercept-value of 1, while all Kinetic- and Beam-weapons had no intercep-evasion.
This lead to a problem where every single Deflector intercepted one Kinetics-module in addition to it's regular effect.
You can guess that this made Kinetic-weapons way worse than they should be.
Someone noticed, told the Devs and they fixed it. (and then had to buff deflectors by ~50% because the deflect-values were kinda balanced around the interception-bug)
And since the fix was purely an XML-fix I think you could still use deflectors to intercept... But it can only intercept Kinetics though. Which means you can have the same mechanic for all weapons but not have a defense-module that helps against all weapon-types at once.
Does anyone know why they have interceptioneavsion? since no shield have interceptionaccuracy, beam wil always evade interceptions from shield, did dev team forget to delete them?
davea wrote: We'd have to look in threads from 6-8 months ago. But IIRC shields don't pay any attention to the kinetic or missile parameters; deflectors don't pay any atention to the beam or missile parameters; and flak doesn't pay any attention to the kinetic or beam parameters. It makes it impossible for modders to create "interesting" weapons. We can change the damage, color, visual speed, and that's about it.
although shield will not stop kinetics, but we can make shield have a small chance to intercept beams, and deflectors can absorb some penetrated kinetics. This makes the defense weapon more interesting. I know it will look no different, but still, variety is always fun!
We'd have to look in threads from 6-8 months ago. But IIRC shields don't pay any attention to the kinetic or missile parameters; deflectors don't pay any atention to the beam or missile parameters; and flak doesn't pay any attention to the kinetic or beam parameters. It makes it impossible for modders to create "interesting" weapons. We can change the damage, color, visual speed, and that's about it.
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