Custom strategies ignored in combat simulator?
I just purchased the full v1.02, and immediately patched up v1.30.
In the .51 demo, custom strategies could be defined and used in the combat simulator, but this appears to be completely broken in 1.30.
I created a quick single player full tech game w/ temporal and crystalline racial tech, then designed a starbase and destroyer in order to get a feel for the new tech levels.
SB has 4 massive base mount null space projector IIIs, along with 2 large base mount anti-proton beam XIIs, and Multiplex Tracking (5). Targeting priority is set for Has Weapons, Strongest, Least Damaged, Nearest. Default type priorites are in effect, with no Don't Fire On types selected. Damage Percent per Ship is set to 10%, with "Damage Targets Until All Weapons Gone" selected.
Destroyers have 2 best Quantum Torpedoes, 1 Crystalline and 1 standard armor, 2 best Phased Shield gens, and default Optimum Weapons Range strategy.
Both designs have best ECM and Combat Sensors.
1 Null Space Projector (NSP) III hit on these destroyers will destroy all components save for both armors (damage 420/510).
SB weapon component placement is NSP-NSP-NSP-NSP-APB-APB
So here's what happens:
SB fires NSP on destroyer, leaving the 2 armor components.
SB fires next NSP on same destroyer, killing it.
SB stops firing, although there are still plenty of targets in range, and 4 of its 6 weapons are charged and ready to fire.
The base seems to be behaving as though it didn't have multiplex tracking...
What's going on?
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