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-   -   1.08 bugs. (http://forum.shrapnelgames.com/showthread.php?t=31121)

Dejavuproned November 4th, 2006 01:03 PM

Re: 1.08 bugs.
 
Quote:

dmm said:
I was fooling around with the demo and found a bug that might explain Shadowstar's problem capturing that homeworld.

Here it is: I "attacked" a sector containing a 2B pop homeworld planet (and no defenses) with only a transport, landed troops, and got the usual message. Then I "attacked" that sector again the same turn with a well-armed LC (to defend the transport from any ships the planet might make), but I forced the LC to NOT attack the planet. I ended the turn, and got NO ground combat for that sector. (I did have ground combat in another sector, though, which was expected.) So I looked at the planet in question, and it had my troops in its cargo! A few turns later, I dropped more troops from another transport, which I had quickly brought up using some cheatcodes. (Hey, if the computer's going to cheat....) After ending that turn, I got normal ground combat, and all of my troops participated (fighting for me). They killed a few militia, and the planet was mine (finally).

So, the bug is either
1) you can only have one ground combat per turn (unlikely); or,
2) if you attack a sector after dropping troops, the ground combat at the end of that turn gets called off. Your troops remain loyal to you but you have to drop troops again to re-initiate the ground combat.

edit: this was all turn-based and tactical combat.

Actually im pretty sure its number 1. Ive noticed whenever I drop troops onto more then one planet in a turn I only get one ground combat at the end of my turn, and after the next turn I get the other ground combat. I hope this is a bug becuase it doesnt make sense to me for this to be on purpose.

AstralWanderer November 5th, 2006 07:06 PM

Re: 1.08 bugs.
 
Bugs not yet mentioned:
  • Organic armour doesn't regenerate
  • Religious Studies level 2 (the maximum) doesn't provide anything
  • Solar Sail limited to one level only? C'mon! Updates should be available - albeit requiring multiple levels (e.g. 5 levels of Stellar Harnessing).

AngleWyrm November 5th, 2006 08:22 PM

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.

Captain Kwok November 5th, 2006 08:29 PM

Re: 1.08 bugs.
 
Organic Armor does regenerate.

AngleWyrm November 5th, 2006 08:43 PM

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.

Suicide Junkie November 5th, 2006 09:22 PM

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.

AngleWyrm November 5th, 2006 09:40 PM

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?

Phoenix-D November 5th, 2006 09:47 PM

Re: 1.08 bugs.
 
That's a balance problem, not a bug.

AngleWyrm November 5th, 2006 09:55 PM

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.

Suicide Junkie November 5th, 2006 11:27 PM

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

Yimboli November 5th, 2006 11:40 PM

Re: 1.08 bugs.
 
Quote:

Suicide Junkie said:

It would really silly if completely destroyed armor were to regenerate.


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.

AngleWyrm November 6th, 2006 12:28 AM

Re: 1.08 bugs.
 
Is it possible to create a component that can regenerate itself even after it has been 100% destroyed?

Captain Kwok November 6th, 2006 12:31 AM

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.

Phoenix-D November 6th, 2006 12:58 AM

Re: 1.08 bugs.
 
Just give the hulls a small amount of regnerative capability. That should make the armors regenerate even when dead.

Blade W November 6th, 2006 09:31 AM

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.

Baal November 6th, 2006 12:29 PM

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.

dmm November 6th, 2006 03:15 PM

Re: 1.08 bugs.
 
Quote:

Baal said: 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.

Does the planet go through warp points? (Imagine preparing 8 billion people for THAT!) Seriously, this would be a super-cool game ability if it were available as the final stage of a LONG research project. As a bug, though, it is hilarious and horrifying.

President_Elect_Shang November 6th, 2006 03:27 PM

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.

Baal November 6th, 2006 04:57 PM

Re: 1.08 bugs.
 
I didn't wait to see. It was moving one hex at a time.

Baron Munchausen November 6th, 2006 06:13 PM

Re: 1.08 bugs.
 
Quote:

AngleWyrm said:
Is it possible to create a component that can regenerate itself even after it has been 100% destroyed?

The thing to do is give all 'organic' hulls an innate regeneration ability. That way, there will be some regeneration ability even if all of the armor is damaged. Thus, organic armor will be more effective when installed in organic hulls -- as it should be!

Captain Kwok November 6th, 2006 08:45 PM

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

Yimboli November 6th, 2006 10:12 PM

Re: 1.08 bugs.
 
Quote:

Baal said:
I can make a planet move in simultaneous play.

I can make a planet move in real life.

[img]/threads/images/Graemlins/Lightning.gif[/img] :8ball: [img]/threads/images/Graemlins/icon48.gif[/img]

Suicide Junkie November 6th, 2006 10:33 PM

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.

Yimboli November 6th, 2006 10:52 PM

Re: 1.08 bugs.
 
Oh, ok. What if all organic armor is destroyed?

Suicide Junkie November 6th, 2006 11:30 PM

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)

Shadowstar November 7th, 2006 01:17 AM

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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