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IDProjectCategoryLast Update
0024590AI War 2Bug - GameplayJun 17, 2021 6:28 pm
ReporterIthuriel0 Assigned Tox4000Bughunter  
Status resolvedResolutionfixed 
Product VersionBeta 2.761 Hacking Hotfix 
Fixed in Version3.202 General Bugfixing 
Summary0024590: Beam weapons (e.g. weapons of a Spire Cruiser) sometimes fail to damage stationary targets.
DescriptionZoom 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.
TagsNo tags attached.


related to 0025262 resolvedx4000Bughunter Spire Coil Beams missing some stationary buildings 



Mar 21, 2021 4:13 am


Full House (895,135 bytes)
Full House Fun3.bak (809,314 bytes)


Mar 21, 2021 4:22 pm

reporter   ~0060855

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.


Jun 16, 2021 9:24 am

reporter   ~0062113

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.


Jun 16, 2021 11:18 am

reporter   ~0062114

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.


Jun 17, 2021 6:28 pm

administrator   ~0062136


* 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.

Issue History

Date Modified Username Field Change
Mar 21, 2021 4:13 am Ithuriel0 New Issue
Mar 21, 2021 4:13 am Ithuriel0 File Added: Full House
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 x4000Bughunter 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 x4000Bughunter Assigned To => x4000Bughunter
Jun 17, 2021 6:28 pm x4000Bughunter Status new => resolved
Jun 17, 2021 6:28 pm x4000Bughunter Resolution open => fixed
Jun 17, 2021 6:28 pm x4000Bughunter Fixed in Version => 3.202 General Bugfixing
Jun 17, 2021 6:28 pm x4000Bughunter Note Added: 0062136