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IDProjectCategoryLast Update
0025262AI War 2Bug - GameplayJun 17, 2021 6:27 pm
ReporterSergie Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version3.104 Option For A Distributed Economy 
Fixed in Version3.202 General Bugfixing 
Summary0025262: Spire Coil Beams missing some stationary buildings
DescriptionThe coil beam weapons of the Spire fleet seem to have issues hitting some of the AI's structures, including Warp Gates, AI Command Stations and Data Centers.

Savefile with the Spire fleet (assigned number "7") near a warp gate and AI command stations on planet Omohundro included below.
TagsNo tags attached.

Relationships

related to 0022872 resolvedBadgerBadger Selectively Invulnerable Dark Spire Generator. 
related to 0024590 resolvedChris_McElligottPark Beam weapons (e.g. weapons of a Spire Cruiser) sometimes fail to damage stationary targets. 

Activities

Sergie

Jun 15, 2021 7:55 pm

reporter  

FallTest2_2.save (298,808 bytes)
FallTest2_2.savemet (118 bytes)   
X0
1091648332
3223
FallTest2
<color=#66ffce>Easier </color> Full Ensemble
Difficulty 5
0
<color=#318ce7>Sergie</color>
FallTest2_2.savemet (118 bytes)   

Chris_McElligottPark

Jun 17, 2021 6:27 pm

administrator   ~0062134

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.

Issue History

Date Modified Username Field Change
Jun 15, 2021 7:55 pm Sergie New Issue
Jun 15, 2021 7:55 pm Sergie File Added: FallTest2_2.save
Jun 15, 2021 7:55 pm Sergie File Added: FallTest2_2.savemet
Jun 15, 2021 8:41 pm Lord Of Nothing Relationship added related to 0022872
Jun 15, 2021 8:50 pm Chris_McElligottPark Relationship added related to 0024590
Jun 17, 2021 6:27 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 17, 2021 6:27 pm Chris_McElligottPark Status new => resolved
Jun 17, 2021 6:27 pm Chris_McElligottPark Resolution open => fixed
Jun 17, 2021 6:27 pm Chris_McElligottPark Fixed in Version => 3.202 General Bugfixing
Jun 17, 2021 6:27 pm Chris_McElligottPark Note Added: 0062134