No Damage for bad pilots [build 2023-03-27]
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Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
No Damage for bad pilots [build 2023-03-27]
There seems to be a bug in the combat system. In a new game, the "Fregatte MS" of gysache don't have any weapon damage. Even if I got to Massdriver 3 there is no weapon damage shown.
As I play humans, the weapon damage goes: 12 (MD1) -> 36 (MD2) -> 60 (MD3) -> 84 (MD4)
It seems the initial damage of 12 (should be 18 if damage scale is 6) gets multiplied by 3, 5 and 7 instead of having added 6 damage each step. That would explain, why gysache don't have any damage, because 0*3 is still 0 and so on.
Hope that's fixed soon because it makes combat unattractive.
As I play humans, the weapon damage goes: 12 (MD1) -> 36 (MD2) -> 60 (MD3) -> 84 (MD4)
It seems the initial damage of 12 (should be 18 if damage scale is 6) gets multiplied by 3, 5 and 7 instead of having added 6 damage each step. That would explain, why gysache don't have any damage, because 0*3 is still 0 and so on.
Hope that's fixed soon because it makes combat unattractive.
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Re: No Damage for bad pilots [build 2023-03-27]
Could you tell the commit?
We are talking of master, right?
We are talking of master, right?
Re: No Damage for bad pilots [build 2023-03-27]
Correct, it's a fresh compile on the master branch. Done yesterday. Exact version is v0.5+ build 2023-03-27.f3e17e5We are talking of master, right?
I don't use any of my modifications.
Shall I open an issue on github?Could you tell the commit?
By the way, just built v0.5 rc1 (didn't find rc3 with "git tag -l") and got a MD base damage of 72 (3*24) with a weapon scale factor of 6. Each level of MD gives 24 extra damage.
Shields doesn't scale that much, the defence grid gives 18 damage reduction, making shields useless.
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Re: No Damage for bad pilots [build 2023-03-27]
Yes, please.
The damage shown is for 4-fout combat: (base) 3 * (factor) 6 * (bouts) 4 = 72. So actually 18 per shot.drkosy wrote: ↑Wed Mar 29, 2023 7:06 pm just built v0.5 rc1 (didn't find rc3 with "git tag -l") and got a MD base damage of 72 (3*24) with a weapon scale factor of 6. Each level of MD gives 24 extra damage.
Shields doesn't scale that much, the defence grid gives 18 damage reduction, making shields useless.
Each MD refinement gives (base) +1 * (factor) 6 * (bouts) 4 = +24. So actually +6 per shot.
Shield strength is not shown for 4 bouts (makes no sense). So shield 18 zeroes basic MD.
Yes! It is so misleading! At least to me. I really want to go back to totals for single bout on the fleets basic icons and only show (ideal-)combat totals when hovering. You can blame Ophiuchus
Re: No Damage for bad pilots [build 2023-03-27]
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: No Damage for bad pilots [build 2023-03-27]
side note: shield effect scales with the number of shots which hit the ship and not with the number of bouts
somebody link that discussion about how to improve the UI, please
somebody link that discussion about how to improve the UI, please
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: No Damage for bad pilots [build 2023-03-27]
Thanks for the reminder. That was my fault I remember taking part in the discussion about how to improve the UI. I must getting old because I didn't rememberThe damage shown is for 4-fout combat:
Issue is reported at github as Bugreport #4463
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- Geoff the Medio
- Programming, Design, Admin
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Re: No Damage for bad pilots [build 2023-03-27]
I get 0 damage at game start with Gysache, but researching Mass Driver 2 results in 12 damage being shown. Researching Mass Driver 3 results in 36 damage being shown, after a turn for the upgrade to take effect when in supply. Seems a bit odd to start with zero damage, but I don't reproduce the described no damage even after upgrades as described.
Re: No Damage for bad pilots [build 2023-03-27]
That's a bug. Without scaling, in previous versions, damage was (base) 3 (pilot skill) -1 = 2Geoff the Medio wrote: ↑Thu Mar 30, 2023 7:49 pm I get 0 damage at game start with Gysache [...] Seems a bit odd to start with zero damage
With scaling, it should do 12 per shot, 48 in 4 bouts.
- Geoff the Medio
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- Location: Munich
Re: No Damage for bad pilots [build 2023-03-27]
A possibly relevant difference is that v0.5 and master use different expressions for the weapon base effects python script, with v0.5 wrapping it in a named ref:
https://github.com/freeorion/freeorion/ ... py#L10-L19
https://github.com/freeorion/freeorion/ ... py#L10-L16
Edit: also possibly relevant is that between v0.5 and master, an additional check for whether a part uses the standard capacity effect was added to the getter for the Capacity value:
https://github.com/freeorion/freeorion/ ... #L408-L416
https://github.com/freeorion/freeorion/ ... #L392-L400
So perhaps the SetMaxCapacity effect needs to be explicitly scaled up by the ship weapon damage factor when the part doesn't use default capacity effects. I feel like this is overly complicated and there should rather be no checks for m_add_standard_capacity_effect or scaling by the rule within the ship part capacity and similar getters...
https://github.com/freeorion/freeorion/ ... py#L10-L19
Code: Select all
SetMaxCapacity(
partname=part_name,
value=Value + NamedReal(name=part_name + "_PART_CAPACITY", value=PartCapacity(name=part_name)),
)
Code: Select all
SetMaxCapacity(partname=part_name, value=Value + PartCapacity(name=part_name))
https://github.com/freeorion/freeorion/ ... #L408-L416
Code: Select all
return m_capacity * GetGameRules().Get<double>("RULE_SHIP_WEAPON_DAMAGE_FACTOR");
Code: Select all
return m_capacity * (m_add_standard_capacity_effect ? GetGameRules().Get<double>("RULE_SHIP_WEAPON_DAMAGE_FACTOR") : 1.0f);
Re: No Damage for bad pilots [build 2023-03-27]
Just checked with a new game at it's like you say. The start with 0 and gets 12 with MD2. I don't know what's different or what went wrong the first time. The screenshot shows my first try.I get 0 damage at game start with Gysache, but researching Mass Driver 2 results in 12 damage being shown
It's even more strange, because MD2 gives 12 damage but should be 18 while MD3 gives 36 damage and should be 24. That means it raises to fast. Maybe it has something to do with
Code: Select all
value = Value + PART_CAPACITY
If PART_CAPACITY = -6 for Gysache (-1 * scaling factor) it would fit with what we see:
MD1 to MD2: Value = -6, PART_CAPACITY = 18, -6 + 18 = 12
Maybe there is a way to read the value of PART_CAPACITY to validate my assumption.
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Re: No Damage for bad pilots [build 2023-03-27]
Agree.Geoff the Medio wrote: ↑Fri Mar 31, 2023 9:18 amI feel like this is overly complicated and there should rather be no checks for m_add_standard_capacity_effect or scaling by the rule within the ship part capacity and similar getters...
I don't know what has been going on in master or why these changes were deemed necessary, but it seems to me something is unnecessarily complicated.
- Geoff the Medio
- Programming, Design, Admin
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- Location: Munich
Re: No Damage for bad pilots [build 2023-03-27]
So you neither know why this changes were deemed necessary
Ophiuchus, I summon you.
Ophiuchus, I summon you.