Hit chance...
Hi, I'm pretty new at modding this game but I'm making progress.
I searched for an answer to this question without success: How do you change the hit chance of say the Autocannon vs fighters?
Cheers
Peter
Hi, I'm pretty new at modding this game but I'm making progress.
I searched for an answer to this question without success: How do you change the hit chance of say the Autocannon vs fighters?
Cheers
Peter
that's in the Gameplay.CONSTANTS file. However, DO NOT MESS WITH THE DAMAGE PERCENT BONUSES!!!!! That can SERIOUSLY MESS UP your game or mod. The lines you would want are denoted by the prefix 'ChanceToHitTargetType' (or close to that), under the 'DamageData' section of the file. It's not far down, pretty near the top.
A tip on target types- CAPITALSHIP is Caps, Frigs, Cruisers, Structures, Starbases, Planets; i.e. anything not Strikecraft. Interceptors are fighters and Bombers are, well, Bombers.
I'll point out that, contrary to the name, ChanceToHitTargetType doesn't actually effect the chance to hit something, it's essentially just another damage modifier, if one that makes little sense,
aah; well that sucks. What does it modify?
Strange, I'v looked around this forum and in some mods they have increased the chance for flak-frigates to hit bombers from they say: 65-75% to 80-85%....
I would imagine they are taking the ChanceToHitTargetType at face value, and for circumstances like that its not as big an issue, and hard to test.
What ChanceToHitTargetType seems to do is change damage from being a set number to being a calculated range of numbers e.g. 100 damage done to a ship with it set to 1.00000 does 100 damage, with it set to 0.5 you get results of 17, 34, 50, and 67 damage.
In fact, theorising briefly, I suspect that it's a left over from a more complex damage model, with critical hits, glancing hits and the like, as this is the only reason i can think of for it resulting in a range of numbers
Ok, thanks for your answer..
What?
the damage % bonuses determine which attack types do good against which armor types. Messing with these values can change the way units prioritize targets. I only advise not messing with it as I've seen some balancing posts bring this idea up, and others have replied it can have unforeseen results with the game mechanics.
Oh, I was just asking because I've messed with it and it seems to work fine. There's enough weird bugs with how ships prioritize stuff anyway, in my opinion.
But yeah, no reason to touch it in this case.
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