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 Guardian Bonus 
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Has anyone come up with a way to detect G bonus on a ship Without
1)creating a text file with ship types
2)Mid attack ****yse i.e cit-cappa/shipcap
If you have I dont blame you for not sharing...laff
But id be interested in the math.

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Fri Feb 02, 2007 3:52 pm
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Parrothead wrote:
Has anyone come up with a way to detect G bonus on a ship Without
1)creating a text file with ship types
2)Mid attack ****yse i.e cit-cappa/shipcap
If you have I dont blame you for not sharing...laff
But id be interested in the math.

I haven't found a way to detect it without testing it or asking the games author if any ships have it.  I do know that JP changed the theolian settings a while back  The higher defensive odds are not availble while over a corp planet in fed space. 


Fri Feb 02, 2007 3:57 pm
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Heh, yes if you want to slow your stuff down. Fire a wave and scan for results (just be sure to factor in shields).

Seriously, the text file option is the best approach.

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Fri Feb 02, 2007 6:29 pm
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Has anyone tried a textrigger on the damage vs the wave and compared results after the macro fires?

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Fri Feb 02, 2007 6:33 pm
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Singularity wrote:
Heh, yes if you want to slow your stuff down. Fire a wave and scan for results (just be sure to factor in shields).

Seriously, the text file option is the best approach.


What method would you use to factor in the shields?
Especially if your ship doesn't have a way of telling what % shields the other ship has...?

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Fri Feb 02, 2007 6:35 pm
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damage is damage.....
($damageshield + #danagefigs = $damage) gathered thru a trigger
if ((($wave * 0.8 * ($offodds/$deffodds)) < $damage)
echo "Oops*"
end
something along these lines was my thought.
or maybe( ((($offodds * 0.89) * ($defodds * 1.11)) * $wave ) * 0.95)

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Fri Feb 02, 2007 6:51 pm
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Yea you can use a text trigger, just have to do it right or you slow yourself wayyyy down (look the way traitor does his in tbuster, or the way I do mine in dock kit).

As for factoring in the shields, all you need to do is see if the damage caused is around 1/4th what you expected it to be. You can't do a straight less-than because of combat scanner issues.

The downside to this is you still end up firing several waves at the ship if you don't have a combat scanner. And atleast 1 wave if you do. That can be a real problem if you don't track ships very well... if you restart the process every time you see the ship then you're hosed if they lift-land to refill.

That's why I still use shiptype text files, but with an auto-detect ability. It reads from a common gbonus file, in which I can put ships I know about (why waste the figs even once?). Script will also try to detect gbonus as best as it can, and if it finds one it'll put it in there to remember it. Occasionally I do get false positives... but this isn't often and I can simply remove them from the text file.

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Fri Feb 02, 2007 6:57 pm
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I take it you are assuming have all the ship info.
How would you be able to do it vs an alien ship that you haven't previously capped, or is that even possible?

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Fri Feb 02, 2007 6:59 pm
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If you don't have the alien ship info, you can't. But that's also why I have the ship text file storage, I can put stuff like the Enterra in there.

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Fri Feb 02, 2007 7:00 pm
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So you are making Edit specific txt files or just an accumulation of all known ship types? And in a defence situation it doesnt fire at all even tho the Tholian ship may no longer have a planet to get a bonus from? Or are you doing a planet scan of some type?

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Fri Feb 02, 2007 7:18 pm
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I would have to think it would be edit specific texts, like the figlist or something like it. If not, you'd be hosed of a tholian in one game didn't have GB and you attacked one in another that did. I assume you wrote your own version of the ck_ship_stats script sing?

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Fri Feb 02, 2007 7:30 pm
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Well I use a citkilla scan approach and count the number of planets in the sector (not exactly hard, it's in the DB as planetcount). Assuming I'm on one, if the count is over 1, then they might have one and it could be a gbonus.

Ever seen the way I do my macro manager? I have game specific and general files. The general is loaded first, then the game specific is loaded next. Stuff for that game is written to the game specific, I copy it over by hand to the general if I need to.

There's only about 10 edits I play with any real frequency, so it doesn't take much to build that list... then I don't even have to think about it. It's rare that a ship has a gbonus in one game and not in another since edits are fairly standardized. Worst-case scenerio, they get into my sector w/ a ship... which sucks, but is better than wasting figs.

The files are loaded when the script is loaded, stored in an array and dupe filtered.

I use ck ship stat's file format. It's a standard and it works, might as well use it.

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Fri Feb 02, 2007 7:43 pm
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Quote:
I use ck ship stat's file format. It's a standard and it works, might as well use it.

I use that also for a few things but a max figs column would help with a few things.

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Fri Feb 02, 2007 8:13 pm
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