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Re: 1.08 bugs.
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Re: 1.08 bugs.
Bugs not yet mentioned:
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Re: 1.08 bugs.
Cannot launch sattelites or mines from planet if there are fighters on planet. Fighters launch instead. Worse yet, fighters cannot land on planets anymore, so they are not recoverable.
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Re: 1.08 bugs.
Organic Armor does regenerate.
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Re: 1.08 bugs.
Organic armor doesn't regenerate once it is fully damaged.
It only regenerates during the very short time window between 1% organic armor damage and 99% organic armor damage. During that time, it will recharge several hitpoints. It will also reach 100% damage and stop recharging altogether in just a couple hits -- often just the first strike. And because it's so big, you get way more hitpoints out of regular armor. |
Re: 1.08 bugs.
Of course it dosen't.
It would really silly if completely destroyed armor were to regenerate. As for specifics, the regen ability from any particular armor will fail at 50% damage (as seen in settings.txt) Kwok also determined that if the armor is given time to regenerate back to 0% damage (thanks to other armors on the ship, or the hull's regen ability for example), then the ability will reactivate and contribute to the global regen rate again. |
Re: 1.08 bugs.
It would also be silly if one Depleted Uranium Cannon shell passed through the armor and somehow made it completely useless.
What kind of weapons does the AI have by the time you get organic armor? How much damage will a frigate inflict in one hit? |
Re: 1.08 bugs.
That's a balance problem, not a bug.
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Re: 1.08 bugs.
Or it could be an implementation problem; the window of opportunity for repair of partially damaged armor is very small during combat--maybe even too small. The benefit of several hitpoints of armor for every incoming shot would be more substantial.
How about a Damage Control Team component? It could use supplies from cargo as replacement parts. |
Re: 1.08 bugs.
No, it is most certainly a balance problem if armor has too few hitpoints to be useful.
The point where the ability fails is also a balance issue, since it is completely moddable. The fact that the armor must regen to 0% damage before the regen ability recovers is an implementation issue, but it really isn't a problem here. It really sounds like you're arguing that you want combat to be more like GGmod http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: 1.08 bugs.
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Re: 1.08 bugs.
Is it possible to create a component that can regenerate itself even after it has been 100% destroyed?
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Re: 1.08 bugs.
It might be possible if you set the operable damage amounts in settings.txt to 100% damage (101%?) or something like that.
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Re: 1.08 bugs.
Just give the hulls a small amount of regnerative capability. That should make the armors regenerate even when dead.
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Re: 1.08 bugs.
I made with some AIs a Share Combat Report teatry. When I tried to replay the battle I got a "Cannot replay this combat" message.
I'm not sure if it's a bug. |
Re: 1.08 bugs.
I can make a planet move in simultaneous play. If the planet is owned by me and has one of my ships above it I can select the planet and the ship at the same time and tell them to move somewhere and the planet follows the same orders as the ship.
Simultaneous play troop invasions never invade. In turn-based play if I select a battleship with 13 movement points/turn and 2 dreadnaughts with 11 movement points/turn then tell them to move somewhere the dreadnaughts keep up with the battleship regardless of running out of movement points. |
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Re: 1.08 bugs.
I have noticed that if I have a ship set to survey a system and it moves over another ship set to survey it will pick up the other ship and move it along till the first one (the pick-er-up-er) runs out of movement points. I have had this happen to create a daisy-chain of three ships once.
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Re: 1.08 bugs.
I didn't wait to see. It was moving one hex at a time.
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Re: 1.08 bugs.
Note that the Balance Mod does give organic hulls some regeneration ability for just this purpose. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: 1.08 bugs.
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Re: 1.08 bugs.
Yimboli said:
That depends on if you view the ship's complement of organic armor as distinct components or as a regenerative skin (akin to playing as zerg in starcraft). I view it as the latter. I was taking about the destroyed stuff *causing* regeneration. Like nuking a vampire. http://forum.shrapnelgames.com/images/smilies/wink.gif Certainly other, undamaged components could (re)generate replacement armor to fill the hole. |
Re: 1.08 bugs.
Oh, ok. What if all organic armor is destroyed?
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Re: 1.08 bugs.
That's irrelevant.
You can add regen ability to things other than armor components if you want them to be regenerated. To go with your example, if you were to say, skin your zergling alive, then the hide in your backpack isn't going to contribute anything to the zerg's regeneration capability any more. The best way to model the starcraft physics is to give all the regen ability to the hull, and give the armors themselves the regen ability so they can be regenerated, but with an amount of zero. (or an insignificantly small amount if nessesary) |
Re: 1.08 bugs.
So if you skin a zerg, does the skin grow a new zerg?
The market for zerg pelts may take a dive... |
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