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May 13th, 2001, 09:15 PM
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Another possible combat bug in v1.35 (weapon platforms)
It seems that the To Hit Chance of weapon platforms gets screwed when there are fighters (and possibly some other units) on the planet. In other words.. if there are weapon platforms and units on the same planet the weapon platforms To Hit Chance goes up, possibly (not sure of this) the other units To Hit Chance gets added to the weapon platforms To Hit Chance. For Example when you have fighters on the planet, the weapon platforms To Hit Chance is always 99% and it will stay that way until the end of combat even if you launch all the units into space (this happens both in simulator and in real game).
There also seems to be another hard coded feature which is different in simulator and in real combat. Weapon platforms get +30% To hit chance in simulator but only +6% in real combat.
Could someone check and confirm these findings?
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May 14th, 2001, 03:29 AM
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Re: Another possible combat bug in v1.35 (weapon platforms)
Hmmm... and the WP's to-hit is lower than 99% without any other units on the planet? It seems strange that fighters on a planet would affect the planet's to-hit chance. As for the to-be-hit, since the WPs are on a planet, that's irrelevant (only two possible values: 99% to-hit for normal, 100% for Religious Talisman).
As for the simulator... only thing I can think of is that the simulator doesn't add in racial traits, and thus if you had a racial trait of -24% Offense, you would get those results.
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May 14th, 2001, 04:11 AM
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Re: Another possible combat bug in v1.35 (weapon platforms)
I don't know how many times that little 1% has caused extreme embarrasment to my gunners, but its been a lot
When you miss a planet from point-blank range, reads roll 
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May 14th, 2001, 05:17 AM
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Re: Another possible combat bug in v1.35 (weapon platforms)
When you miss a planet from point-blank range, reads roll  [/b][/quote]
Well I see my gunners are not the only one's that are bad shots
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May 14th, 2001, 02:08 PM
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Re: Another possible combat bug in v1.35 (weapon platforms)
quote: Originally posted by Will:
Hmmm... and the WP's to-hit is lower than 99% without any other units on the planet?[quote]
Yes.. weapon platforms should use same to hit mechanism as every other unit in the game...
For example: You have 1 weapon platform (race that owns it has no racial modifiers or racial traits) with combat sensors III (+65% to hit) on a planet and its target is battlecruiser which has no experience, is not part of any fleet and the race that owns it has no racial modifiers/racial traits. The only thing that decreases the to hit chance to battlecruiser is its ECM III system (+60% in defense). Range from the planet to the battlecruiser is lets say 5 and the beams in the weapon platform have no Weapon modifier (antiproton beam XII).
Now the chance to hit the battlecruiser should be 100%+65%-60%-50%=55%, but when there are no other units on the planet the to hit chance is 61% in real combat and 85% in simulator. It gets much weirder when there are fighters on the planet at the beginning of the combat. In this case the weapon platforms chance to hit the battlecruiser (or any other unit in space) is 99% (regardless of range as long as the range is equal or less than the maximum range of antiproton beam XII).
[quote] It seems strange that fighters on a planet would affect the planet's to-hit chance. As for the to-be-hit, since the WPs are on a planet, that's irrelevant (only two possible values: 99% to-hit for normal, 100% for Religious Talisman).[quote]
Uhm.. maybe i was a bit unclear (my english sucks), but the thing that i meant was the fact that weapon platforms have 99% chance to hit ships/fighters regardless of range and other modifiers when there are fighters on the planet at the beginning of the combat.
[quote] As for the simulator... only thing I can think of is that the simulator doesn't add in racial traits, and thus if you had a racial trait of -24% Offense, you would get those results.
There were no race modifiers/racial traits when i tested this... (created a new race with no race modifiers or racial traits).
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May 14th, 2001, 05:55 PM
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Re: Another possible combat bug in v1.35 (weapon platforms)
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.
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).
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