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Old May 15th, 2001, 06:58 PM

HreDaak HreDaak is offline
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Default Re: Another possible combat bug in v1.35 (weapon platforms)

quote:
Originally posted by Nitram Draw:
You could chek to see if it related only to fighters by putting 2 x ECM and 2 X combat sensors on the respective ships. They use the same ability. See if they also stack, they shouldn't.


Tested this one.. they do not stack. But there is this one strange problem with them. When there are units in the same tactical square (on a planet for example) the highest of the combat sensors/ECM systems present is used by ALL the units in the same tactical square (on a planet for example). You could create 2 different weapon platforms of which one has combat sensors and the other one does not have and their chance to hit hostile targets in combat are same... (ie. both weapon platforms benefit from combat sensors even though only one of them actually has them).

Here is a list of bugs/features that i have encountered in a tactical combat...

1. Weapon Modifier in Components.txt and Weapon To Hit Modifier in CompEnhancements.txt behave strangely. They both raise the weapons minimum To Hit Chance in combats. So if you give weapon a Weapon Modifier or a Weapon To Hit Modifier (Mount) the weapons minimum chance to hit in combat is raised to this number+1%. For example if you give a weapon Weapon Modifier of X then that weapons to hit chance in combats never (if the target is in that weapons range) goes below (X+1)%.

2. Combat To Hit Offense/Defense Plus abilities in VehicleSize.txt do stack on units that are in the same tactical square at the beginning of the combat (all units on a planet are in the same tactical square).

3. The abilities Combat To Hit Offense/Defense Plus in Components.txt file do not stack but the highest of these abilities present in that tactical square at the beginning of the combat is used by all the units (all units on a planet are in the same tactical square).

For example: At the beginning of the combat on a planet there are 2 weapon platforms with combat sensors III, 3 weapon platforms without combat sensors and 10 large fighters with small combat sensors III.
ALL the weapon platforms on a planet have same offensive modifier. This modifier is +65%(from the highest Combat To Hit Offense Plus ability from Components.txt file that is present on the planet)+550%(large fighters Combat To Hit Offense ability from VehicleSize.txt file*11)+30%/+6%(depending if its simulator or real combat)=+645%/+621%.

4. Weapon platforms on a planet have offensive modifier of +30% in simulator and +6% in real combats (this is hard coded feature or a bug).

Could someone repeat those 3 test phases that are in my earlier post and then post the results in this thread?
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