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misterderp

Dark Lord of the Derp
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Jan 19, 2014
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Code:
@hit2 = 2

@hit3 = 4

@hit4 = 6
Code:
@hit2 = 2

@hit3 = 4

@hit4 = 6



utility_component_template = {

    key = "SHIP_SENSOR_3"

    size = medium

    icon_frame = 1

    poon = "GFX_ship_part_sensor_3"

    icwer = 0

    cost = 10

    sensor_range = @sensor3

   

    prerequisites = { "tech_sensors_3" }

    component_set = "ship_sensor_components"

   



   

    ai_weight = {

        weight = 100    ship_modifier = {

        ship_accuracy_add = @hit3

    }

    }   

}

This is the piece of code at the top of the sensor file and with on of the senors . Does this mean that the to hit chance really just gets modified with a flat 2,4,6 dependent of the level?
I want to be sure of this for something I am working on.
 
It actually just adds the hit, not modifies it.

if your ships weapons have 75% chance to hit, and the sensor adds 4 (@hit3 = 4) then your ship weapons now have 79% chance to hit. It's a flat addition.
 
It actually just adds the hit, not modifies it.

if your ships weapons have 75% chance to hit, and the sensor adds 4 (@hit3 = 4) then your ship weapons now have 79% chance to hit. It's a flat addition.

Okey thank you for confirming what I thought!
 
No problem. I wish there was a multiplier mod for it. :(

Well perhaps changing add with mult will work:

Code:
    modifier = {

        ship_hitpoints_mult = 0.1

        ship_evasion_add = 10

   

    modifier = {

        ship_hitpoints_add = 400

these are code bits from combat computers and crystal plating. both modify the ship hitpoints attributies one uses add the other mult. Or have you tried this?