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-   -   Bug with fighters with shields? (http://forum.shrapnelgames.com/showthread.php?t=23492)

geoschmo April 12th, 2005 10:59 AM

Bug with fighters with shields?
 
This may not be new info. I haven't kept up with bug reports for SE4 since the last patch. But apparently fighters with shields get double protection. Can someone confirm this?

This came up because someone in one of my PBW games thought PPB weren't penatrating fighter shields the way they were supposed to. I ran some tests and what I found isn't exactly what he thought, but it definetly seems to be a bug.

My test fighter was a large fighter with 2 shields for 120 shield points and 33 structure points on it's own. Against normal weapons the shields are added to the structure for 153, but it looks like they also give another 120 points of normal shield protection. Against normal weapons the fighter can take 273 points of damage. It took four shots from my talisman ship with a large mount DUC V doing 80 points per shot.

The PPB do skip the 120 points of normal shield damage, but still have to get through the 120 points of extra structure points. It took 2 shots from a talisman directed PPB at range 3 doing 80 points of damage.

Arkcon April 12th, 2005 11:29 AM

Re: Bug with fighters with shields?
 
And didn't someone notice a while back that weapon platforms had double shield points? Would be nice if someone could check all units. I'm away from the computer with SE4 right now, but I can try to check late tonight. It would be nice to consolidate this somewhere. IIRD, the newbie faq doesn't list bugs. Maybe it should, since now they won't be fixed.

Slick April 12th, 2005 11:56 AM

Re: Bug with fighters with shields?
 
Yeah, SJ found the bug with WP's:

(Shrapnel Link)

edit: link was wrecking the thread formatting

TurinTurambar April 12th, 2005 11:57 AM

Re: Bug with fighters with shields?
 
Are you sure it doesn't have something to do with the small size bonus of the fighter?

[img]/threads/images/Graemlins/Dagger.gif[/img]Turin[img]/threads/images/Graemlins/icon42.gif[/img]

Slick April 12th, 2005 12:04 PM

Re: Bug with fighters with shields?
 
The Talisman is not affected by any defensive bonuses.

geoschmo April 12th, 2005 12:22 PM

Re: Bug with fighters with shields?
 
Quote:

TurinTurambar said:
Are you sure it doesn't have something to do with the small size bonus of the fighter?

[img]/threads/images/Graemlins/Dagger.gif[/img]Turin[img]/threads/images/Graemlins/icon42.gif[/img]

My first thought as well was that they were simply missing because of the size bonus. That's specifically why I reran the tests with the talisman.

geoschmo April 12th, 2005 12:26 PM

Re: Bug with fighters with shields?
 
Quote:

Slick said:
Yeah, SJ found the bug with WP's:

--link deleted---

I followed this link but I don't see a post by SJ. It's probably somewhere in that 9 pages of that thread? Could you quote his actual text maybe?

Slick April 12th, 2005 12:41 PM

Re: Bug with fighters with shields?
 
Strange. It's on page 8. When I tested the link, it went right to his post. Here's his text:

Quote:

Oddly enough I just tested this.
Platform: 1550 shields, 140 hull, 2500 regeneration.
Ship: 100 damage per shot, spread over many turns.

Result: 33rd hit dealt -1350 damage, killing the platform plus 10m people @ 10 hitpoints each.

Conclusions:
- The platform did not absorb any damage from the shot that killed it.
- This implies that the platform had an effective strength of between 3200 and 3300 hitpoints.
- 1550 of the hitpoints were not accounted for by the hitpoint meter on the planet.

-----

The same test was repeated with 3 ships, capable of delivering the entire volley in one combat turn. Identical results were achieved.

-----

The same test was repeated with the shield regenerators replaced with inert PDCs.
Identical results were achieved.

-----

Overall Conclusions:
- Shield generation counts double on platforms.
Presumably once as shields, and again as hull structure


Alneyan April 12th, 2005 01:09 PM

Re: Bug with fighters with shields?
 
Direct links to posts are likely dependent on your own configuration; at any rate, I have been unable to make a "generic" link to any given post within a thread.

The best I have managed to do is linking directly to a post in threaded mode, where all posts are displayed separately). In such links, only the post itself is referred to, so it works well for everybody: there is no variable like "page", which is linked to the post ordering and the number of posts displayed by page.

Q April 13th, 2005 03:06 PM

Re: Bug with fighters with shields?
 
Quote:

geoschmo said:
This may not be new info. I haven't kept up with bug reports for SE4 since the last patch. But apparently fighters with shields get double protection. Can someone confirm this?

This came up because someone in one of my PBW games thought PPB weren't penatrating fighter shields the way they were supposed to. I ran some tests and what I found isn't exactly what he thought, but it definetly seems to be a bug.

My test fighter was a large fighter with 2 shields for 120 shield points and 33 structure points on it's own. Against normal weapons the shields are added to the structure for 153, but it looks like they also give another 120 points of normal shield protection. Against normal weapons the fighter can take 273 points of damage. It took four shots from my talisman ship with a large mount DUC V doing 80 points per shot.

The PPB do skip the 120 points of normal shield damage, but still have to get through the 120 points of extra structure points. It took 2 shots from a talisman directed PPB at range 3 doing 80 points of damage.

I can confirm your results. I used weapons with normal damage, skipping all shield damage, quater damage to shields and shield depleters on strongly shielded fighters.

With normal damage the total hit points needed to destroy a fighter were as you described: structural points plus 2xshield points. With skipping all shields is was structural points plus 1xshield points. Quater damage weapons acted as normal damaged weapons: structural points plus 2x shield points. Shield depleters seem to be effective but here my results are a little bit confusing: even if you deplete all shield points of the fighter group first and the normal damage weapon could destroy more than one shield depleted fighter, there is only one fighter killed by each shot.

For satellites however the shields seem to act normally.

Damage to units is quite complicated to say it cautiously.

Atrocities April 14th, 2005 01:19 PM

Re: Bug with fighters with shields?
 
I wonder if these bugs will ever be addressed? I mean it would be nice if Aaron could find the time to work on them and possibly release one last patch for this game. Lord knows there are still a lot of problems that could really use a fixing.

Joachim April 14th, 2005 08:20 PM

Re: Bug with fighters with shields?
 
Quote:

Atrocities said:
I wonder if these bugs will ever be addressed? I mean it would be nice if Aaron could find the time to work on them and possibly release one last patch for this game. Lord knows there are still a lot of problems that could really use a fixing.

Or allow a select few access to the code so the community could fix it.

So perhaps fighters aren't so bad? Has this been tested with an energy transmission lens? ( I would but I am at uni).


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