View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0025262 | AI War 2 | Bug - Gameplay | Jun 15, 2021 7:55 pm | Jun 17, 2021 6:27 pm | |
Reporter | Sergie | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.104 Option For A Distributed Economy | ||||
Fixed in Version | 3.202 General Bugfixing | ||||
Summary | 0025262: Spire Coil Beams missing some stationary buildings | ||||
Description | The 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. | ||||
Tags | No tags attached. | ||||
related to | 0022872 | resolved | BadgerBadger | Selectively Invulnerable Dark Spire Generator. |
related to | 0024590 | resolved | Chris_McElligottPark | Beam weapons (e.g. weapons of a Spire Cruiser) sometimes fail to damage stationary targets. |
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FallTest2_2.savemet (118 bytes)
X0 1091648332 3223 FallTest2 <color=#66ffce>Easier </color> Full Ensemble Difficulty 5 0 <color=#318ce7>Sergie</color> |
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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 |
---|---|---|---|
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 |