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General Newbie Questions - 3/10/2004 7:20:06 PM   
NorthStar

 

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From: New York, US
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A few quick questions regarding game mechanics. I've check the manual, the patch notes, and the unofficial guide and didn't see the answers, but if I missed some, I apologize.

1) Increaseing attributes. I want to increase the Intelligence of one of my Jocks from 8 to 9. The table says I need 16 DPs to do so, and I have more than that available in the "Other" Category, but when I click the statistic to increse it I get the message "not enough DPs available". What category do DPs for attribute improvements need to come from?

2) How are attack modifiers during the "breaks" in moves handled? For example, if I order a run from hex A to hex B, and then attack immediatly upon completing the move, is my Titan still considered to be Running? What if I order a walk after the run, and then attack? Or how about ordering a turn? So, basically, does it give a better modifier if you order the attack BEFORE ordering the next more?

3) I have a squad of four Recon titans. I want to set up an "even" battle with four enemy Recon titans. So I set both sides to equal tonnage, but when I go to set the number in the Random squad, my only choices are "1", "2", or "Random" -- all the other numbers are greyed out. Is there any way to ensure I get four Recon titans, rather than two lights, or a medium, or whatever?

Thanks in advance.
Post #: 1
RE: General Newbie Questions - 3/10/2004 7:47:19 PM   
Thorgrim

 

Posts: 2369
Joined: 10/11/2001
From: Portugal
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1) Attributes take DPs from ALL categories. It's in the manual. Other DPs are for Other skills.
2) As soon as you open the attack window, your speed drops to zero. Yes, you should fire before ordering another move, else you'll be taking a skill check penalty, according to your move mode (run is harder than walk, and walk than turn,...).
3) Sounds like something to do with default team tonnage, 100 tons. That's 2 recons, as any more would overflow. Try changinmg it to at least 160.

< Message edited by Thorgrim -- 3/10/2004 5:53:26 PM >


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Iceman

(in reply to NorthStar)
Post #: 2
RE: General Newbie Questions - 3/10/2004 7:54:49 PM   
Sleeping_Dragon


Posts: 602
Joined: 8/21/2003
From: Raleigh NC, USA
Status: offline
quote:

ORIGINAL: NorthStar
1) Increaseing attributes. I want to increase the Intelligence of one of my Jocks from 8 to 9. The table says I need 16 DPs to do so, and I have more than that available in the "Other" Category, but when I click the statistic to increse it I get the message "not enough DPs available". What category do DPs for attribute improvements need to come from?


When increasing attributes it will cost the required amount of DPs from ALL 3 experience catagories. So if it says you need 16DPs, then it means 16DPs from each pioliting, combat, and other.

quote:


2) How are attack modifiers during the "breaks" in moves handled? For example, if I order a run from hex A to hex B, and then attack immediatly upon completing the move, is my Titan still considered to be Running? What if I order a walk after the run, and then attack? Or how about ordering a turn? So, basically, does it give a better modifier if you order the attack BEFORE ordering the next more?



IF there is an actual 'break' then your titan will be considered to be not moving. (ex. move,call attack, attack,move) However during that break your titan will also be easier to hit by the AI since your not moving (and yes the AI will take advantage of this)
If there is no 'break' you'll not get a better to hit or the AI to get a better shot at you. Ex. Say you have attack set to wait on move, what will happen is that when the move completes, the move screen will be the 1st to pop-up.. If you give it a move order your titan is considered to never have 'stopped' if however, the move completes then you call the attack menu, then go back to the move screen, then there is a 'break' like in the 1st example. If the you order a walk after a run, if follows the same rules, except if the attacks come after the walk order is issued you're 'to-hits' will be modified for a walk instead of a run. So to answer you last question, Yes, you get a better to hit, but the AI can get a better shot at you in return.

quote:


3) I have a squad of four Recon titans. I want to set up an "even" battle with four enemy Recon titans. So I set both sides to equal tonnage, but when I go to set the number in the Random squad, my only choices are "1", "2", or "Random" -- all the other numbers are greyed out. Is there any way to ensure I get four Recon titans, rather than two lights, or a medium, or whatever?


Do me a favor... check and see what your total tonnage is.. is it a hair less then 160? and also double-check and make sure that "3" isn't an option... just tried this and I couldn't get it to choose "4" either.. may be a problem if your tonnage is under 160.... Unitil this gets looked into, give the other team a 10% wieght bonus, then choose 4 titans, however there will be a chance that you'll face 3 recons and a light

< Message edited by Sleeping_Dragon -- 3/10/2004 1:12:25 PM >


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(in reply to NorthStar)
Post #: 3
RE: General Newbie Questions - 3/11/2004 3:47:53 AM   
NorthStar

 

Posts: 219
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From: New York, US
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quote:

ORIGINAL: Thorgrim

1) Attributes take DPs from ALL categories. It's in the manual. Other DPs are for Other skills.



D**N IT! I suspected that was it, and I KNEW it had to be in the manual, I just couldn't find it . . . until you anwered the question of course!


quote:

ORIGINAL: Sleeping Dragon

IF there is an actual 'break' then your titan will be considered to be not moving. (ex. move,call attack, attack,move) However during that break your titan will also be easier to hit by the AI since your not moving (and yes the AI will take advantage of this )



OK, I understand how you explained it. But that brings up two additional questions. First, what is the "cost" -- if any -- for breaking the move order to issue the attack? Does it take time off the "clock", or is it just that your opponent gets a chance to attack you with no movement penalty? Second, how does the AI or the player take advantage of this? Does using the "Wait on Single Enemy" command allow you to jump in during the movement break? i.e., the enemy ends a movement, and your attack mode triggers before he can continue?

quote:



Do me a favor... check and see what your total tonnage is.. is it a hair less then 160? and also double-check and make sure that "3" isn't an option... just tried this and I couldn't get it to choose "4" either.. may be a problem if your tonnage is under 160.... Unitil this gets looked into, give the other team a 10% wieght bonus, then choose 4 titans, however there will be a chance that you'll face 3 recons and a light



I'm still having a problem here. Yes my total tonnage 159.9, but no matter what balance I set, I don't have an option for any numbers except 1, 2, or RANDOM. . . strange. I guess I'll try to set up some other battles, and see if I can get different numbers out.

Thanks for all the help so far!

(in reply to Thorgrim)
Post #: 4
RE: General Newbie Questions - 3/11/2004 5:29:05 AM   
Sleeping_Dragon


Posts: 602
Joined: 8/21/2003
From: Raleigh NC, USA
Status: offline
quote:


OK, I understand how you explained it. But that brings up two additional questions. First, what is the "cost" -- if any -- for breaking the move order to issue the attack? Does it take time off the "clock", or is it just that your opponent gets a chance to attack you with no movement penalty? Second, how does the AI or the player take advantage of this? Does using the "Wait on Single Enemy" command allow you to jump in during the movement break? i.e., the enemy ends a movement, and your attack mode triggers before he can continue?


There is no 'cost' timewise.. no seconds tick off the clock. But I THINK the cost is that the opponent gets a chance to sneak a shot in before you can reissue a move order IF the opponent has his attack set to 'wait on target'. That's how it seems to work when playing agianst the AI. Maybe Larkin can clear this up and give you(us) an exact answer... to tell the truth I'm starting to have a question or 2 about this myself I think I'll have to play a game agianst myself to double check everything. To get the sneak shot (atleast agiant the AI, IF the AI stops and fires then resumes movement) you can use the 'Wait on target' command.. hotkey= w->u->t this will bring up the menu in question when your target titan completes a move order. I pretty sure 'wait on single foe' will work also but it requires an extra click of the mouse to choose which foe.. I rarely use that particular command since I'm usallaly waiting on what's in my crosshairs







quote:


I'm still having a problem here. Yes my total tonnage 159.9, but no matter what balance I set, I don't have an option for any numbers except 1, 2, or RANDOM. . . strange. I guess I'll try to set up some other battles, and see if I can get different numbers out.



Hmm... I can get it to work as long as the opponents tonnage is over the 160.0 ton mark which I can do with the +10% balance factor. However, I doing this with the pick titans feature and not a 'real' squad. Make sure your setting the balance in favor of the opponents squad? I'll have another look at this if I can grab some free time if you still can't get it to work.

< Message edited by Sleeping_Dragon -- 3/10/2004 10:32:06 PM >


_____________________________

Power does not corrupt; It merely attracts the corruptable.

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Post #: 5
RE: General Newbie Questions - 3/11/2004 9:20:52 AM   
LarkinVB

 

Posts: 1887
Joined: 10/9/2001
From: Germany
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quote:

ORIGINAL: Sleeping_Dragon


quote:


I'm still having a problem here. Yes my total tonnage 159.9, but no matter what balance I set, I don't have an option for any numbers except 1, 2, or RANDOM. . . strange. I guess I'll try to set up some other battles, and see if I can get different numbers out.



Hmm... I can get it to work as long as the opponents tonnage is over the 160.0 ton mark which I can do with the +10% balance factor. However, I doing this with the pick titans feature and not a 'real' squad. Make sure your setting the balance in favor of the opponents squad? I'll have another look at this if I can grab some free time if you still can't get it to work.


Make sure you do use the same version for testing, Sleeping_Dragon. NorthStar is certainly not using v1.2beta and I remember fixing a problem with team number selection from v1.1 to v1.2beta. I can confirm a bug with v1.1. Balance is not taken into account. This was fixed for v1.2beta. I can confirm a problem for both versions. Only a real 160t squad will allow to set 4 enemies. I have to add a fudge factor to fix this.

(in reply to Sleeping_Dragon)
Post #: 6
RE: General Newbie Questions - 3/11/2004 9:24:47 AM   
Peter Why

 

Posts: 195
Joined: 7/9/2003
From: England.
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That's a relief; I had noticed the way the system seemed to limit me to two AI opponents when I was fielding a squad of four machines, but hadn't said anything in case I had been doing something stupid.

(in reply to LarkinVB)
Post #: 7
RE: General Newbie Questions - 3/11/2004 2:10:43 PM   
Thorgrim

 

Posts: 2369
Joined: 10/11/2001
From: Portugal
Status: offline
quote:

ORIGINAL: Sleeping_Dragon

quote:


OK, I understand how you explained it. But that brings up two additional questions. First, what is the "cost" -- if any -- for breaking the move order to issue the attack? Does it take time off the "clock", or is it just that your opponent gets a chance to attack you with no movement penalty? Second, how does the AI or the player take advantage of this? Does using the "Wait on Single Enemy" command allow you to jump in during the movement break? i.e., the enemy ends a movement, and your attack mode triggers before he can continue?


There is no 'cost' timewise.. no seconds tick off the clock. But I THINK the cost is that the opponent gets a chance to sneak a shot in before you can reissue a move order IF the opponent has his attack set to 'wait on target'. That's how it seems to work when playing agianst the AI. Maybe Larkin can clear this up and give you(us) an exact answer... to tell the truth I'm starting to have a question or 2 about this myself I think I'll have to play a game agianst myself to double check everything. To get the sneak shot (atleast agiant the AI, IF the AI stops and fires then resumes movement) you can use the 'Wait on target' command.. hotkey= w->u->t this will bring up the menu in question when your target titan completes a move order. I pretty sure 'wait on single foe' will work also but it requires an extra click of the mouse to choose which foe.. I rarely use that particular command since I'm usallaly waiting on what's in my crosshairs


The time cost is only the time already passed (trying to fulfill the order) when you break the order. So if you want to resume the order after firing, you'll have to start the move all over again.
When 'wait on locked foe' is used, then it becomes a "battle of Reactions". Whoever has the highest Reaction attribute (or combination of Reaction, Instinct and rank in case of ties), gets to fire first. Same when you plan for your flares to deploy exactly in the second that you arrive in a new hex - optimizing their use. It's in the guide.
'Wait on locked foe' will not work for any move order BTW (by design, not a bug). It won't trigger for swivel or turn for example.

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Iceman

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RE: General Newbie Questions - 3/11/2004 2:21:23 PM   
Thorgrim

 

Posts: 2369
Joined: 10/11/2001
From: Portugal
Status: offline
One of the first things to be fixed, point 2 of the changes log.

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Iceman

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Post #: 9
RE: General Newbie Questions - 3/11/2004 3:16:51 PM   
LarkinVB

 

Posts: 1887
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From: Germany
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quote:

ORIGINAL: NorthStar


Second, how does the AI or the player take advantage of this? Does using the "Wait on Single Enemy" command allow you to jump in during the movement break? i.e., the enemy ends a movement, and your attack mode triggers before he can continue?




You can't jump in if the player/AI is doing another move after finishing a move without calling the attack mode in between. This is to simulate seemingless movement. You can jump in and react IF attack is called AND your reaction is better.

(in reply to NorthStar)
Post #: 10
RE: General Newbie Questions - 3/11/2004 7:12:05 PM   
NorthStar

 

Posts: 219
Joined: 5/17/2002
From: New York, US
Status: offline
Wow!!!!!

Thanks everyone for the replies and guidance. Looks like I have a lot of thinking, testing, and practicing to do in order to get optimal performance out of my squad.

I must say, I am exceedingly impressed by the design of this game. The forethought that went into the system and meshing the relatively large physical scale with the short time scale is amazing!

I can't think of anything else right now, so its back to the arena!

(in reply to LarkinVB)
Post #: 11
RE: General Newbie Questions - 3/12/2004 12:59:53 AM   
Sleeping_Dragon


Posts: 602
Joined: 8/21/2003
From: Raleigh NC, USA
Status: offline
quote:

ORIGINAL: LarkinVB
You can't jump in if the player/AI is doing another move after finishing a move without calling the attack mode in between. This is to simulate seemingless movement. You can jump in and react IF attack is called AND your reaction is better.


Cool... That was the bit of the puzzle I was missing.

< Message edited by Sleeping_Dragon -- 3/11/2004 6:04:13 PM >


_____________________________

Power does not corrupt; It merely attracts the corruptable.

AKA: Bblue

(in reply to LarkinVB)
Post #: 12
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