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March 31st, 2005, 12:23 AM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Known Bugs
Neural Combat Nets don't work. It's not just a display bug, either. I had two identical ships each with neural combat nets, one with 0% experience and the other with 50% experience, fight one very heavily shielded dreadnought. Almost all shooting happened at point blank range, where the base chance to hit in my test game was 25%. The hit rates for the two ships over the many combat turns required to bring down the dreadnoughts shields were well within reasonable random error of 25% for one and 75% for the other. I tested this in both sequential and simultaneous movement, using tactical combat for sequential movement.
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March 31st, 2005, 12:41 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Known Bugs
Were the ships in a fleet together for at least one turn before they went into combat?
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April 8th, 2005, 04:11 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Known Bugs
Quote:
douglas said:
Neural Combat Nets don't work. It's not just a display bug, either. I had two identical ships each with neural combat nets, one with 0% experience and the other with 50% experience, fight one very heavily shielded dreadnought. Almost all shooting happened at point blank range, where the base chance to hit in my test game was 25%. The hit rates for the two ships over the many combat turns required to bring down the dreadnoughts shields were well within reasonable random error of 25% for one and 75% for the other. I tested this in both sequential and simultaneous movement, using tactical combat for sequential movement.
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Hey, Douglas, I was looking through the Dubious Strategy guide today for something else and stumbled across this:
Quote:
Jubala
Major
posted 28 June 2001 17:54
[Ed: start of a new thread]
I've been wondering if Neural Combat Nets is worth 30kT of space on my ships so I decided to test them. Ships with the NCN get the same experience as any other of your ships in combat even if it doesn't have the NCN itself. However, the ship with the NCN only gets an offensive bonus, not a defensive one. And it doesn't get bonus from fleet experience unless it's in a fleet with experience. Example:
Ship A no NCN 20% ship exp & 20 fleet exp.
Ship B NCN no ship exp no fleet exp
Ship A gets a total offensive and defensive bonus of 40% while Ship B gets on offensive bonus of 20% but no defensive bonus.
I wonder if the no defensive bonus is intented or if it's a bug/oversight.
Since ships with the NCN only gets offensive experience boosts I'm not sure If I want to "waste" 30kT of space on my ships by adding one. I suppose it could be useful for ships fresh off the yards to add them to a fleet with ships that's been trained up to max and send them off to face the enemy without delay.
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The Neural Combat Net is not addressed again in the guide. Looks like there has been problems with it since 2001.
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Slick.
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April 12th, 2005, 12:02 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Known Bugs
Geoschmo found that shields appear to count double on fighters:
http://www.shrapnelcommunity.com/thr...5&o=31&fpart=1
The double-shields bug has also been previously found by SJ on Weapon Platforms.
I suspect that this may also happen with other units.
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Slick.
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April 17th, 2005, 08:23 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Known Bugs
Sometimes in simultaneous movement games, when a ship/fleet is ordered to move to a location (or waypoint), the ship/fleet will end its turn at its required destination, but the order won't be cleared from its order queue. This prevents the ship/fleet from being selected with the "next ship" or "next fleet" hotkeys/icons because the game still thinks there is an outstanding order. If nothing is done, the ship will complete its order on the following turn, but this effectively delays you from giving the ship/fleet new orders for the additional turn; unless you are very observant and notice this without the aid of "next ship/fleet."
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Slick.
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