View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024590 | AI War 2 | Bug - Gameplay | Mar 21, 2021 4:13 am | Jun 17, 2021 6:28 pm | |
Reporter | Ithuriel0 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.761 Hacking Hotfix | ||||
Fixed in Version | 3.202 General Bugfixing | ||||
Summary | 0024590: Beam weapons (e.g. weapons of a Spire Cruiser) sometimes fail to damage stationary targets. | ||||
Description | Zoom in to Gamont and order all the Spire ships to attack the Alarm Post (they're already in the middle of doing so, I believe). They repeatedly fire their beam weapons at the target, but it takes no damage from said beam weapons. However, if you swap your view to another planet, the alarm post will then get destroyed. Campaign name is "Full House Fun" if that matters. | ||||
Tags | No tags attached. | ||||
related to | 0025262 | resolved | Chris_McElligottPark | Spire Coil Beams missing some stationary buildings |
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I've also seen this happen before, I assumed it was just damaging the shield or something. Moving the ships closer to enemy target also sometimes fixes this. |
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I would like to add the following observation: If you set all spire fleets to roam and activate pursuit mode they will be able to destroy buildings. Manually targetting buildings using spire ships makes them unable to hit it with their beam attack. |
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I get this bug fairly often since I like to play with the spire a lot. I notice it happens most often with AI structures that generate AIP. The spire frigates seem to have a much better time at hitting them with the beam and their laser pulse seems to always hit. Very rarely it happens on some guardposts, rarely enough for me to not be sure if it was the bug or something else. |
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Thanks! * Coil beam math is tricky! Reworked and simplified some of the beam weapon calculations in a couple of ways: ** First, if these things would hit everything in a line, but hit nothing, then assume we still hit the target (it likely is just at the outer range, but we wouldn't have shot if a different form of calculation had not already declared it in range). I'm not aware of this actually impacting anyone, but it was a distinct possibility. ** Secondly, if these beam weapons that normally hit multiple targets only hit one (and that one is the intended target), then just have it use a bit simpler math to save time. ** Thirdly, if these beam weapons hit 1+ targets beyond the primary target, then make SURE that the primary target is the first one hit, so that it gets its share of damage if it should. *** The older logic for this part was a lot more complicated and not as effective (and could have led to you doing 10% more damage than intended to a line hitting 20 targets of which 10 could share damage, for instance. Although that over-damage effect would only have kicked in if the older math actually worked, which it did not. In practice, this means it will definitely actually hit the target, instead. *** Fourth, fixed an issue with secondary targets taking less (or more) damage than their primary. Not sure if any beams were using that, but if so then there was a multiplier that was causing this damage to be amplified 100x too much. So for example if you had configured a beam weapon to deal normal damage to the primary target, and 14% of the normal value to each target it hits along the way, it would actually have done 1400% damage instead of 14%. Ouch. |
Date Modified | Username | Field | Change |
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Mar 21, 2021 4:13 am | Ithuriel0 | New Issue | |
Mar 21, 2021 4:13 am | Ithuriel0 | File Added: Full House Fun3.save | |
Mar 21, 2021 4:13 am | Ithuriel0 | File Added: Full House Fun3.savemet | |
Mar 21, 2021 4:13 am | Ithuriel0 | File Added: Full House Fun3.bak | |
Mar 21, 2021 4:22 pm | Zweihand | Note Added: 0060855 | |
Mar 26, 2021 2:38 am | Ithuriel0 | Severity | major => minor |
Mar 26, 2021 2:38 am | Ithuriel0 | Description Updated | |
Jun 15, 2021 8:50 pm | Chris_McElligottPark | Relationship added | related to 0025262 |
Jun 16, 2021 9:24 am | Bob_1 | Note Added: 0062113 | |
Jun 16, 2021 11:18 am | Chuito12 | Note Added: 0062114 | |
Jun 17, 2021 6:28 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 17, 2021 6:28 pm | Chris_McElligottPark | Status | new => resolved |
Jun 17, 2021 6:28 pm | Chris_McElligottPark | Resolution | open => fixed |
Jun 17, 2021 6:28 pm | Chris_McElligottPark | Fixed in Version | => 3.202 General Bugfixing |
Jun 17, 2021 6:28 pm | Chris_McElligottPark | Note Added: 0062136 |