Some tech costs wrong, Shield leech is not working.

I know you all are very busy. I just wanted this to be kept under your watchful eye of things to eventually get to. 


Nightmare torpedoes tech cost is wrong, it takes one turn to finish it while the preceding tech 'photon torpedoes' requires many more. I know tech costs vary according to bonuses and players research per turn. If you could look at the actual cost of Nightmare compared to Doom ray compared to Singularity driver.....


The beam augment 'Shield Leech'  is not working,  in fact neither is Shield Punch. Any value less than 1 does not work and putting in a value of 1 gives me a 100% bypass to shields,  can you guys take a look at this as well?


Thanks!

15,567 views 23 replies
Reply #1 Top

The stats behind the shield bypass augments(and the unused ones for kinetics and missiles) have never worked. The issue has been reported quite a few times now.

Reply #2 Top

Is there a full list somewhere of all the weapons and defense techs/augments that don't work so we know what to avoid using?

Reply #3 Top

Shield leach/punch are the only ones that don't work, to my knowledge. Most of the others just modify damage/rate/range.

Reply #4 Top

Quoting exelsis, reply 3

Shield leach/punch are the only ones that don't work, to my knowledge. Most of the others just modify damage/rate/range.
End of exelsis's quote

 

Cool, that's simple to remember then, thanks.

Reply #5 Top

However, Shield Punch is the only weapon tech in the game where you can 'ignore' a percentage of the defenses and apply dmg 'directly' to the base hit points of a ship. This is a huge advantage in our simulated combat. 

 

Lets say you have a ship laden with nightmare torpedoes and its attack value is 2000.  

You are attacking my ship which has Doom rays also with an attack value of 2000 ~but I have shield punch. 

 

Assume both ships have about 300 defenses each and both ships have about 750 hit points each. 

 

We both have same range at 1200 or whatever the max range is. 

 

When you attack me you MUST get past the defenses first then attack again

 

However I have shield punch, I can apply 1200 dmg 'directly' to you and you are done before you get your shot off to finish me. 

 

At least this is how I expect it to work which is why beams (with the leach/punch) techs are FAR superior to missiles or guns. 

Reply #6 Top

Now that I think about it, I am completely wrong. It says 'ignores 60% of shields' which means I still have to  punch thru shields but far less of them...

So if you have 300 shields with shield punch, I only have to go thru 120 of them before you are done. This makes more sense. As of right now that seems to make more sense but I had always thought that it ment that 60% of dmg was getting thru which its not. It is simply lowering the shield value by 60% ....Ok I retract my statement (most awesome weapons are beams)...Still it would be nice if they worked as I thought they would. 

Reply #7 Top

Well beams look cool, so i would love them to have some slight advantage.

 

I think the blasters from the 'Defiant' in startrek looks even cooler, imagine having that in the game!

 

I will tell you what looks less interesting in the game - Kinetic weapons.

 

Edit: actually, looking at Youtube combat scenes for the Defiant, it seems to prefer close range strikes which seem to be quite devastating to the enemy. That's interesting, having options in the game for close range weapons that have higher attack but you have to survive long enough to get in close.... oh, thrusters would then become useful too!!! hmmmmm

Reply #8 Top

Quoting Mystikmind, reply 7

I think the blasters from the 'Defiant' in startrek looks even cooler, imagine having that in the game!
End of Mystikmind's quote

I already did this :). Only problem with it.....the vanilla game does not play Weapon FX for custom ships. So you only see them if you auto resolve a battle and are zoomed in on the main map overlooking said battle.

Reply #9 Top

Quoting Larsenex, reply 6

Now that I think about it, I am completely wrong. It says 'ignores 60% of shields' which means I still have to  punch thru shields but far less of them...

So if you have 300 shields with shield punch, I only have to go thru 120 of them before you are done. This makes more sense. As of right now that seems to make more sense but I had always thought that it ment that 60% of dmg was getting thru which its not. It is simply lowering the shield value by 60% ....Ok I retract my statement (most awesome weapons are beams)...Still it would be nice if they worked as I thought they would. 
End of Larsenex's quote
I don't think so. There is this, too. The leaching field component decreases shield points of all enemy ships by 50%.

But this is implemented like this:
<Stats>
      <EffectType>ShieldStrength</EffectType>
      <Scope>Fleet</Scope>
      <Target>
        <TargetType>Ship</TargetType>
        <TargetRelation>Enemy</TargetRelation>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>-0.5</Value>
    </Stats>

Shield punch is implemented like this:
<Stats>
      <EffectType>IgnoreShield</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.66</Value>
    </Stats>

edit: I tried 2 plasma projectors + shield leech (12 beam damage, 0.5 ignore shield) vs. 24 shieds. It had to shoot aagainst shields 4 times, which is the normal behavior of 12 beam damage vs. 24 shields.

Reply #10 Top

<Stats>
      <EffectType>IgnoreShield</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.66</Value>
    </Stats>

Have you tried:

<Stats>
      <EffectType>IgnoreShield</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
        <TargetRelation>Enemy</TargetRelation>

      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.66</Value>
    </Stats>

Looks to me like it should have a relation. Most the code that effects enemies that I have come across in the game have a relation tied to them.

Reply #11 Top

No, but I tried value 1.0, which makes it ignore shields completely i.e. just do damage to the hull while shield points remain unchanged.

I think the reason why you need to specify target relation is the entry scope. If scope is not set it defaults to 'local' (meaning only one target, I think). Target type ship probably has to be set, since it doesn't make sense to put a default there (it can also be 'planet', 'colony', etc.). If target relation is not set, it defaults to 'self'. And the way I understand it, this makes sense. Similar to attack and defense ratings, shieldpunch is a property of the attacking ship. And above 1.0 it also works as one would expect - more or less.

Reply #12 Top

Tried the IgnoreArmor or IgnorePoint effects? They are unused in the game atm.

EDIT:

Seems odd its a Flat value and not a Multiplier too tbh.

Reply #13 Top

Is there a 'good' fix for it Horemvore? I am currently setting the value to 1 but if there is another line of code or more that needs for it to be added in order for it to work correctly I am happy to  put it in.

Reply #14 Top

I tried them when I first found the bug, they don't work either. When I tried making it a multiplier, it did nothing even when set to 100x.

Reply #15 Top

Quoting exelsis, reply 14

I tried them when I first found the bug, they don't work either. When I tried making it a multiplier, it did nothing even when set to 100x.
End of exelsis's quote

:o

I just tried it too, no effect :)

Reply #16 Top

So from my testing, it is a basic switch atm, on or off.

Reply #17 Top

Quoting Horemvore, reply 12

Seems odd its a Flat value and not a Multiplier too tbh.
End of Horemvore's quote
Usually the formula is: (Basevalue + Flat)*(1+Multiplier) (e.g. jamming/manufacturing/...)

I have yet to see a place in the xmls where this doesn't apply.

If base is zero (which I would assume for ignore shields), multiplier shouldn't change anything for the result.

One interesting thing you can do is add the line:

<ShipComponentType>BeamWeapon</ShipComponentType>

This way it displays the amount of shield punch (0.5 / 0.7) with the symbol directly in the tooltip of the support module.

Reply #18 Top

The XML looks correct, it is flat because of the way the math works internally, but acts much more like a %. 

That said, I have someone looking into it to see if it is bugged.  

Thanks for the report. 

Reply #19 Top

We have found the problem, it had to do with a change made to haw Defense points work, we are fixing it and it should be corrected in the next patch.

Thanks for the report. 

Reply #20 Top

Woot, thanks Mormegil! 

 

:D :D :D

Reply #21 Top

Woot Woot! Great!

 

That means my Borg will get fixed too :) Adaptive weapons inc!!!

Reply #22 Top

Wow, this one has been stuck in limbo for a while.  Great to see it getting fixed!

Reply #23 Top

It isn't fixed. Ships with shields still take no beam damage, no matter how many times they are hit.