quote:
Originally posted by Q:
Well I tested this in the simulator and cannot confirm it. The hit chance of the weapon platforms on the planet was lower than 99% even in the presence of 15 fighters all with combat sensors. Even more the hit chance decreased like it should with the target distance.[quote]
Were the fighters in the planets cargo at the beginning of the combat? Did you use a normal ship as a target? If you used another large fighter group as a target the anomality could very well cancel itself.
I just did a new clean install and applied v1.35 patch over it. The problems are still there
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Here is exactly what i did and repeated with new clean install...
Phase 1:
1. Created a new race with no racial modifiers/racial traits.
2. Started new game with this race (high tech start), no computer players.
3. Designed large fighter(1*f. cockpit, 1*f. life support, 7*small Q.Engine III), battlecruiser (1*bridge, 2*life support, 2*crew quarters, 6*Q. Engine III) and large weapon platform (1*W. Plats. Comp. Core, 1*Antiproton beam XII (No mounts)).
4. Started simulator, and changed player 2 to human control.
5. Added 1 battlecruiser to player 1 and the home planet with 1 large weapon platform to player 2.
6. Started the combat in simulator and moved the battlecruiser to a distance of 8 from the planet. Now the weapon platforms chance to hit the battlecruiser should be 100%-80%=20% but it is 50%!!!. So here is the mysterious +30% chance to hit in simulator (applies only on weapon platforms in simulator).
Phase 2:
1. Stop the combat and add 1 heavy fighter to planets cargo.
2. Move the battlecruiser again to a distance of 8 from the planet.
3. Now the to hit chance should be 100%-80%+(30%)= 20%/(50%) but surprise surprise its 99%.
Phase 3:
1. Stop the combat again and add 1 large fighter to player 1.
2. Move the large fighter to a distance of 2 from the planet.
3. Now the to hit chance should be 100%-20%-60%+(30%)=20%/(50%). But the actual hit chance according the simulator is now 90%!!!.
The solution is the fact that the fighters offensive modifier is added to the weapon platforms offensive modifier. Here is how it goes when you take in account the so called fighter bug (i suppose this bug affects on all units that are in the same tactical combat square):
Hit chance is 100%(Base hit chance)-20%(range modifier)+100%(2*fighters offensive modifier)-120%(2*the target fighters defensive modifier)+30%(the mysterious weapon platform modifier in simulator)=90%, exactly the to hit chance that appears now in the simulator...
[quote]
Second I tested also satellite Groups with ECM and combat sensors. Here too everything seems to work as it should.
It is just fighter Groups that have the bug. And the bigger the fighter group the bigger is the combined effect of the ECM/combat sensors (see corresponding topic).
Humm.. in my experience the ECM systems and combat sensors do not stack even in fighter Groups. Only things that stack are the abilities Combat To Hit Offense/Defense Plus in VehicleSize.txt file. Satellites do not have any abilities in VehicleSize.txt file, fighters do have (large fighter has +50% offense and +60% defense).
[This message has been edited by HreDaak (edited 14 May 2001).]
[This message has been edited by HreDaak (edited 14 May 2001).]
[This message has been edited by HreDaak (edited 14 May 2001).]