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  #1  
Old May 15th, 2001, 10:09 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:
Do any weapons in the basic game have a to hit modifier? I don't recall seeing any that do.


In addition to point-defense cannons (+70) atleast Incinerator beams have +10, Wave motion guns have +30, high energy magnifiers have +30, Tachyon cannons have +10 and Mental singularity generator has +20, dunno if any others have...
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  #2  
Old May 15th, 2001, 10:16 PM

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

Thanks, I don't usually use those fancy weapons except for the PD.
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Old May 16th, 2001, 11:32 AM
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Default Re: Another possible combat bug in v1.35 (weapon platforms)

HreDaak I followed precisely you three step simulator trial in the original SE IV Version 1.35 (without TDM-ModPack):
I can now confirm your results 100%!

I don't know what caused the difference to my first trial but then I used an ongoing game with TDM-ModPack and some modifications of my own including special mounts for weapon platforms.

Just one more question: why has one single fighter twice the offensive/defensive modifier in your calculation?
And please mail your findings to MM if you didn't do that already.
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  #4  
Old May 16th, 2001, 07:02 PM

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

quote:

Just one more question: why has one single fighter twice the offensive/defensive modifier in your calculation?
And please mail your findings to MM if you didn't do that already.



I have tested it and thats just how it works in my experience. If you have X fighters in a group they have (X+1)*their combat to hit offense/defence from VehicleSize.txt file...
Note that this behaviour does not include ships and possibly some other units, they benefit from those abilities normally...

I did some more testing and noticed something interesting. The range calculation from the planets weapon platforms is counted from the upper left corner square of the planet. So when you are attacking a planet you should approach it from south or from east. That way the weapon platforms chance to hit you is 30% lower than if you approach the planet from northwest. I suppose thats why the weapon platforms have this intrinsic +30% chance to hit targets. Your chance to hit the planet is ofcourse always 99%. Also earlier i was in error when i said that the weapon platforms bonus in real combat is +6%, it's 30% also in real combats. I made few mistakes when i tested this .
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  #5  
Old May 16th, 2001, 07:19 PM
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Default Re: Another possible combat bug in v1.35 (weapon platforms)

Thank you HreDaak for your excellent analyses. If you do these testing yourselves as I do, you certainly don't blame anybody for mistakes ! It's really complicated.
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  #6  
Old May 16th, 2001, 07:59 PM

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

So, does anything else 'stack' about to hit modifiers now? Maybe stealth/scattering armor stacks with your ECM now? Has anyone checked? It seems odd that this bug would just "pop up" without a reason. he must hav been trying to change something.
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  #7  
Old May 16th, 2001, 08:21 PM

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

quote:
Originally posted by Q:
HreDaak I followed precisely you three step simulator trial in the original SE IV Version 1.35 (without TDM-ModPack):
I can now confirm your results 100%!


Uh.. sorry, i somehow accidentally deleted this part in my earlier message .

Good to hear that i wasnt just imagining things .
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