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superweapon cheats, saves darkwing.

 
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protomatter

External


Since: Apr 27, 2007
Posts: 119



(Msg. 1) Posted: Tue Apr 08, 2008 12:58 am
Post subject: superweapon cheats, saves darkwing.
Archived from groups: alt>games>vgaplanets4 (more info?)

playing in a game as the UA versus the birds.

Combat VCR

Darkwing Versus singularity dreadnaught and XL-5 weapons platform in
deep space.

UA Settings:
do not fire at disabled:on for both ships
XK-5 weapons platform is set to normal/defense combat mode.

the fight opens up with the darkwing firing PTT's at the singularity.
the xl-5 doesnt fire at the bird darkwing ship at all for some reason
and passes at point blank range at least one time.
the singularity destroys the darkwings shields,armor and brings the
hull down to 7% and stops firing at combat tick 100 roughly(assumed
this is due to it being disabled). there is no more combat for 200
ticks. just two ships going round in circles in a VCR.

tick 300 rolls around the darkwing fires its superlaser and destroys
the singularitys shield and armor leaving it with 68% hull .no other
combat takes place. the XL-5 allows the darkwing and 7% hull to pass
in front of him at point blank range several times.

tick 850 rolls around and the darkwing fires its super laser at the
XL-5 destroyung it one blow leaving it in debris cloud. but somehow
the XL-5 managed to fire 2 Torpedoes at the darkwing moments before
going boom. watching with final hope that the these two torpedoes
might be capable of destroying the darkwings remaining 7% of hull, the
darkwing all of sudden isnt as disabled as we were led to believe. the
darkwing fires two point defense weapons at the last moment and
destroys the incoming torpedoes..

VCR summary.....
the birdship managed to survive the combat due to a bug in the
disabled ship detection?
the darkwing was not disabled and should of been killed, but wasnt.
the darkwing was able to fire superweapons and point defense while
being catagorized as disabled.

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GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 2) Posted: Tue Apr 08, 2008 2:50 am
Post subject: Re: superweapon cheats, saves darkwing. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 8 Apr., 09:58, protomatter <protomat....DeleteThis@buckeye-express.com> wrote:
> playing in a game as the UA versus the birds.
>
> Combat VCR
>
> Darkwing Versus singularity dreadnaught and XL-5 weapons platform in
> deep space.
>
> UA Settings:
> do not fire at disabled:on for both ships
> XK-5 weapons platform is set to normal/defense combat mode.
>
> the fight opens up with the darkwing firing PTT's at the singularity.
> the xl-5 doesnt fire at the bird darkwing ship at all for some reason
> and passes at point blank range at least one time.
> the singularity destroys the darkwings shields,armor and brings the
> hull down to 7% and stops firing at combat tick 100 roughly(assumed
> this is due to it being disabled). there is no more combat for 200
> ticks. just two ships going round in circles in a VCR.
>
> tick 300 rolls around the darkwing fires its superlaser and destroys
> the singularitys shield and armor leaving it with 68% hull .no other
> combat takes place. the XL-5 allows the darkwing and 7% hull to pass
> in front of him at point blank range several times.
>
> tick 850 rolls around and the darkwing fires its super laser at the
> XL-5 destroyung it one blow leaving it in debris cloud. but somehow
> the XL-5 managed to fire 2 Torpedoes at the darkwing moments before
> going boom. watching with final hope that the these two torpedoes
> might be capable of destroying the darkwings remaining 7% of hull, the
> darkwing all of sudden isnt as disabled as we were led to believe. the
> darkwing fires two point defense weapons at the last moment and
> destroys the incoming torpedoes..
>
> VCR summary.....
> the birdship managed to survive the combat due to a bug in the
> disabled ship detection?
> the darkwing was not disabled and should of been killed, but wasnt.
> the darkwing was able to fire superweapons and point defense while
> being catagorized as disabled.

Ok, I guess there is a "don't fire at disabled" check missing for the
super weapons.
Would you try to repeat the outcome via Diplomat and send the sim file
to me?

Gabor

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Lord Lancelot

External


Since: Apr 16, 2007
Posts: 165



(Msg. 3) Posted: Tue Apr 08, 2008 12:17 pm
Post subject: Re: superweapon cheats, saves darkwing. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Apr 8, 2:25 pm, Sebastian <Sebast... DeleteThis @nospam.nospam> wrote:
> >> the XL-5 managed to fire 2 Torpedoes at the darkwing moments before
> >> going boom. watching with final hope that the these two torpedoes
> >> might be capable of destroying the darkwings remaining 7% of hull, the
> >> darkwing all of sudden isnt as disabled as we were led to believe. the
> >> darkwing fires two point defense weapons at the last moment and
> >> destroys the incoming torpedoes..
>
> For incoming fire PD never are disabled. There is a disabled check when
> fighting wing and during charging. There's no check for PD interception
> if incoming fire. So if there's energy left in the PD weapons they can
> intercept no matter how damaged the weapons are.
>
> Sebastian

PD

Can this be updated for the PD ?

http://planets4.hood-net.org/wiki/index.php/Ship_Damage

Control Damage (System Damage)
60% stop firing point defense

Weapon Damage

* xxx% weapons with hardness < xxx stop working; exception:
Stormers

A Heavy Laser with a Hardness of 40, will stop working when weapon
damage is 41% or more.
A Large Tubo Laser Array will work until 451%.

* 10% stop World Crusher Missile from firing
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Lord Lancelot

External


Since: Apr 16, 2007
Posts: 165



(Msg. 4) Posted: Tue Apr 08, 2008 4:11 pm
Post subject: Re: superweapon cheats, saves darkwing. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Apr 8, 3:50 pm, Sebastian <Sebast... RemoveThis @nospam.nospam> wrote:
> > Can this be updated for the PD ?
>
> Done
>
> Sebastian

So PD always work (if enough energy) vs ships weapons.
But they stop working vs fighters when they are "disbled" (weapon
damage exceed hardness).

What happen if you have 60% or more control damage ?
Can the PD still fire at incoming ship weapons ?

Control Damage (System Damage)
60% stop firing point defense

Lord Lancelot
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protomatter

External


Since: Apr 27, 2007
Posts: 119



(Msg. 5) Posted: Tue Apr 08, 2008 7:12 pm
Post subject: Re: superweapon cheats, saves darkwing. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Apr 8, 7:11 pm, Lord Lancelot <polan... RemoveThis @hotmail.com> wrote:
> On Apr 8, 3:50 pm, Sebastian <Sebast... RemoveThis @nospam.nospam> wrote:
>
> > > Can this be updated for the PD ?
>
> > Done
>
> > Sebastian
>
> So PD always work (if enough energy) vs ships weapons.
> But they stop working vs fighters when they are "disbled" (weapon
> damage exceed hardness).
>
> What happen if you have 60% or more control damage ?
> Can the PD still fire at incoming ship weapons ?
>
> Control Damage (System Damage)
> 60% stop firing point defense
>
> Lord Lancelot

well if the PD are still firing defensively does that actually mean
they are disabled? is a vessel with defense capabilities actually a
disabled vessel?

i guess my question here is what does the public consider to be
disabled.

while im pondering this thought, im trying to imagine ten ships that
are considered disabled using thier PD to block incoming fire for
another kindred ship that is not disabled. in response to this
hypethetical situation i would say that active PD fire does not a
disabled ship make. PD needs to be inactive/damaged/destroyed/unmanned
to be considered disabled.

Protodisabled
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Sebastian

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Since: Mar 21, 2007
Posts: 106



(Msg. 6) Posted: Tue Apr 08, 2008 8:25 pm
Post subject: Re: superweapon cheats, saves darkwing. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>> the XL-5 managed to fire 2 Torpedoes at the darkwing moments before
>> going boom. watching with final hope that the these two torpedoes
>> might be capable of destroying the darkwings remaining 7% of hull, the
>> darkwing all of sudden isnt as disabled as we were led to believe. the
>> darkwing fires two point defense weapons at the last moment and
>> destroys the incoming torpedoes..

For incoming fire PD never are disabled. There is a disabled check when
fighting wing and during charging. There's no check for PD interception
if incoming fire. So if there's energy left in the PD weapons they can
intercept no matter how damaged the weapons are.

Sebastian
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Sebastian

External


Since: Mar 21, 2007
Posts: 106



(Msg. 7) Posted: Tue Apr 08, 2008 9:50 pm
Post subject: Re: superweapon cheats, saves darkwing. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> Can this be updated for the PD ?
>

Done

Sebastian
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Sebastian

External


Since: Mar 21, 2007
Posts: 106



(Msg. 8) Posted: Wed Apr 09, 2008 8:19 pm
Post subject: Re: superweapon cheats, saves darkwing. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> while im pondering this thought, im trying to imagine ten ships that
> are considered disabled using thier PD to block incoming fire for
> another kindred ship that is not disabled. in response to this
> hypethetical situation i would say that active PD fire does not a
> disabled ship make. PD needs to be inactive/damaged/destroyed/unmanned
> to be considered disabled.

Weapon station to captain:

"They hit our energy lines. Our PD weapons are off line because they
have no energy.....Wait, my men just told there's enough energy in the
weapon left for one last shoot. We're out of action after."

Sebastian
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