View Issue Details

IDProjectCategoryLast Update
0025274AI War 2Bug - GameplayJun 23, 2021 7:58 pm
ReporterChuito12 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version3.202 General Bugfixing 
Fixed in Version3.304 Coilbeams No Longer Tickle 
Summary0025274: Spire ship's beam doing *very* little damage
DescriptionSpire coilbeams are not doing anywhere near the listed damage to any ship nor the main target I select for them to attack.
This is resulting in a mildly amusing situation where a strength 0.049 Polarizer Mk 3 is staring down and tanking multiple shots from a Spire Battleship Mk5. Neither being able to really kill each other

At planet Treacheries Base is a warden fleet defending from a Mk5 cruiser and frigate and the planet next to it is the rest of my second Spire fleet
TagsNo tags attached.

Relationships

has duplicate 0025291 resolvedChris_McElligottPark Coilbeam damage amounts are very broken for multiple targets. 

Activities

Chuito12

Jun 17, 2021 10:22 pm

reporter  

Spire tickle beams.savemet (121 bytes)   
CL
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19924
fellen frend
<color=#66ffce>Easier </color> Full Ensemble
Difficulty 7
5
<color=#007fff>Chuito</color>
Spire tickle beams.savemet (121 bytes)   
Spire tickle beams.save (665,336 bytes)

Wuffell_1

Jun 17, 2021 11:06 pm

reporter   ~0062140

My current Spire game is also affected by this.

Sometimes, the beam tickles.
Sometimes, the ship doesn't fire at all, even when on pursuit and on a planet with hundreds of enemies. When this happens, occasionally I can get it to attack by right-clicking on an enemy or pushing K or N and then disabling it, but usually it's just stuck doing nothing for ages till it somehow wakes up.

Histidine

Jun 19, 2021 7:56 am

reporter   ~0062163

I think the new coil beam math in 3.202 is bugged? I have a cruiser that's not hitting a bunch of Bombards in a line, although it worked against a Dire Gravity Guardian minutes ago.
coilbug.save (388,657 bytes)
coilbug.savemet (125 bytes)   
UK
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1633
Zenith 2
<color=#ff3232>Hard </color> Special Forces Master
Difficulty 8
0
<color=#3c9a56>Histidine</color>
coilbug.savemet (125 bytes)   

Wuffell_1

Jun 19, 2021 8:15 am

reporter   ~0062164

This may affect ship sizes differently.
I have one cruiser on a hostile and two frigates were loaded into it. The cruiser's just sitting there doing nothing. I release the frigates and they're roaming and attacking stuff, and actually hitting while the cruiser itself isn't.
Early into my current game, I don't think any of the frigates had targetting issues ... so maybe it's only the larger ones. Can anyone else confirm?

Chuito12

Jun 19, 2021 3:05 pm

reporter   ~0062175

@Wuffell_1 The frigates laser pulse seems to always hit, and I've noticed some exogalactic ships like the phoenix take damage normally. DIdn't get to test it much since I rolled back to finish my spire game and there weren't many exo units nearby

Wuffell_1

Jun 20, 2021 9:13 pm

reporter   ~0062198

This may be two issues, or at least what I've been seeing ...
The 'tickle beam' seems to have gone away for me.
For the problem where they don't target anything, I realised it was only the flagship that seemed to sometimes do nothing, not even if an enemy is next to it. This issue is fixed when I go to the ship options and set Flagship Roaming to Roam If Instructed.
IMO, all Spire ships in the Spire campaign should be set to Roam If Instructed :)

Chris_McElligottPark

Jun 23, 2021 7:58 pm

administrator   ~0062266

Thanks!

* Fixed some general broken logic with beam weapons, because we had some variables named in a confusing way. This naming has now been fixed.
** Most recently, this has been causing coilbeam shots to do something like 93 damage when their base was 75k and they were supposed to be doing 18.7k damage per correct math. This is fixed now.
** But in general, this was causing certain non-coilbeam beam weapons to also do similarly way-too-low amounts of damage. It's hard to know if we had any ships using that particular other code path or not (it's possible not), but those ships were either doing way too much or way too little damage, and will now work properly. So if some other beam weapon seems way off, then this is likely because we had tuned it wrong because of this longer-standing bug.

Issue History

Date Modified Username Field Change
Jun 17, 2021 10:22 pm Chuito12 New Issue
Jun 17, 2021 10:22 pm Chuito12 File Added: Spire tickle beams.savemet
Jun 17, 2021 10:22 pm Chuito12 File Added: Spire tickle beams.save
Jun 17, 2021 11:06 pm Wuffell_1 Note Added: 0062140
Jun 18, 2021 12:56 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 18, 2021 12:56 pm Chris_McElligottPark Status new => assigned
Jun 19, 2021 7:56 am Histidine Note Added: 0062163
Jun 19, 2021 7:56 am Histidine File Added: coilbug.save
Jun 19, 2021 7:56 am Histidine File Added: coilbug.savemet
Jun 19, 2021 8:15 am Wuffell_1 Note Added: 0062164
Jun 19, 2021 1:57 pm Lord Of Nothing Relationship added has duplicate 0025291
Jun 19, 2021 3:05 pm Chuito12 Note Added: 0062175
Jun 20, 2021 9:13 pm Wuffell_1 Note Added: 0062198
Jun 23, 2021 7:58 pm Chris_McElligottPark Status assigned => resolved
Jun 23, 2021 7:58 pm Chris_McElligottPark Resolution open => fixed
Jun 23, 2021 7:58 pm Chris_McElligottPark Fixed in Version => 3.304 Coilbeams No Longer Tickle
Jun 23, 2021 7:58 pm Chris_McElligottPark Note Added: 0062266