View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001196 | AI War 1 / Classic | Bug - Other | Nov 8, 2010 8:44 pm | Nov 20, 2010 3:03 pm | |
Reporter | Kleenex | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.030 | ||||
Summary | 0001196: Enemies attacking Mass Driver under a shield do massive damage when it falls | ||||
Description | There were about 200 impulse reaction emitters attacking an orbital mass driver that i captured. They were doing very little damage but i still felt like stalling them a bit so i built a shield next to it. The emitters chewed through the shield very quickly, but when the shield got low enough that the mass driver was exposed the mass driver started taking massive damage and died in a few seconds. I have attached screenshots and a save file. | ||||
Tags | No tags attached. | ||||
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I fired up that save game and also tested what would happen to the command station. same thing. It seems like the ships are doing the same damage to the things under the shield that they were doing to the shield itself. Or the energy-attack-bonus is being applied |
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Likely the same bug so I'll post it here... If a missile immune item is under a force field then the force field becomes missile immune.. Quick test is the AI home command station, Zenith starships will not attack the force field until after the command station is destroyed |
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Adjusted the severity, as if this bug is real, this is a major problem. |
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the issue is more that the damage is applied when the shot is fired, not when it hits. For instance, if you take a ship, get it shot at, then move it under a forcefield, the forcefield will get hit, however it would be adjusted for the target ship's armor. any further attacks land on the ff and have the ff's armor applied (usually none) Now, my assumption of whats happening, is that the IRE's are shooting the forcefield, which has a higher energy use. The forcefield recalculates how much radius it has, and decides the mass driver is no longer protected, but any shots still heading towards the mass driver have the forcefield's energy applied already.. meaning that when they hit, the damage will be multiplied by the wrong number. This theory, however, does not work for true-chaos' statement of missile immune enemies, however, i believe the logic for counter-shots might be slightly different. |
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If this issue translates to FF Bearers then it would mean that after recent armor nerf for them taking them with you means that your ships will take more damage then they should... and that before the nerf they looked very powerful since their armor was applied sometimes to targets they protected. |
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I think the title of this bug needs to more generally state the root of the issue; but I can't for the life of me put it succinctly! |
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Force Fields Bugged :P edit: you could throw in a "massively" for good effect ^^ |
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Looking into the ff-protected-item-getting-damage-intended-for-forcefield side of the bug right now. Can someone post a save demonstrating the ff-immune-to-missiles-if-any-protected-item-is-immune-to-missiles side of it? |
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Save uploaded. 15 or so Spire starships just outside the 1st AI homeworlds commandstation shield |
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Chris recently changed shots to calculate damage upon hit rather than upon firing, so this should be taken care of now. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 8, 2010 8:44 pm | Kleenex | New Issue | |
Nov 8, 2010 8:45 pm | Kleenex | File Added: Screenshot_2010_11_08_17_43_26.png | |
Nov 8, 2010 8:46 pm | Kleenex | File Added: Screenshot_2010_11_08_17_43_58.png | |
Nov 8, 2010 8:47 pm | Kleenex | File Added: Screenshot_2010_11_08_17_44_21.png | |
Nov 8, 2010 8:47 pm | Kleenex | File Added: Screenshot_2010_11_08_17_44_22.png | |
Nov 8, 2010 8:48 pm | Kleenex | File Added: mass driver.sav | |
Nov 8, 2010 8:53 pm | Kleenex | Description Updated | |
Nov 8, 2010 8:53 pm | Kleenex | Description Updated | |
Nov 8, 2010 9:20 pm | DakaSha | Note Added: 0003029 | |
Nov 8, 2010 10:35 pm | True-Chaos | Note Added: 0003033 | |
Nov 8, 2010 10:36 pm | TechSY730 | Note Added: 0003034 | |
Nov 8, 2010 10:36 pm | TechSY730 | Priority | normal => high |
Nov 8, 2010 10:36 pm | TechSY730 | Severity | minor => major |
Nov 8, 2010 10:37 pm | TechSY730 | Note Edited: 0003034 | |
Nov 9, 2010 1:01 am | Lancefighter | Note Added: 0003037 | |
Nov 9, 2010 3:42 am | orzelek | Note Added: 0003041 | |
Nov 9, 2010 7:55 am | zebramatt | Note Added: 0003052 | |
Nov 9, 2010 7:56 am | DakaSha | Note Added: 0003053 | |
Nov 9, 2010 7:57 am | DakaSha | Note Edited: 0003053 | |
Nov 9, 2010 7:57 am | DakaSha | Note Edited: 0003053 | |
Nov 9, 2010 2:28 pm | keith.lamothe | Note Added: 0003084 | |
Nov 9, 2010 11:18 pm | True-Chaos | File Added: Test-FF-Bug.sav | |
Nov 9, 2010 11:19 pm | True-Chaos | Note Added: 0003144 | |
Nov 20, 2010 3:03 pm | keith.lamothe | Note Added: 0004105 | |
Nov 20, 2010 3:03 pm | keith.lamothe | Status | new => resolved |
Nov 20, 2010 3:03 pm | keith.lamothe | Resolution | open => fixed |
Nov 20, 2010 3:03 pm | keith.lamothe | Assigned To | => keith.lamothe |