Author Topic: v2.1.0 Bugs Thread  (Read 14312 times)

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Offline shadowpho

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Re: v2.1.0 Bugs Thread
« Reply #120 on: September 04, 2022, 06:51:51 PM »
Quote from: Steve Walmsley link=topic=13050.  msg161906#msg161906 date=1662300256
Quote from: shadowpho link=topic=13050.  msg161897#msg161897 date=1662242838
Raiders are broken.     

Experienced 400k of raider tonnage with ECM10 on year 17 of the game.     (normal TS start, research rate at 100%).     This is about 7 years after they got triggered.      They went from sending in 20k tonnes in ships to 400k in a single attack.     

They also have ECM10.      Even if I went 100% in on ECM I'd only get to ECCM3 (and my engine tech would be 0)

I looked at DB, and they have a lot of ships (400k t+), but they don't have a lot of killed ships.     

Edit: Reddit thread on same issue.    Seems at least a couple more people hit sudden huge ways of raiders at 15-20 years

ECM 10 is the first level of ECM, giving a 10% penalty to chance-to-hit.   Was that 400K including non-warships, such as troop transports or salvage ships? Also, the raiders continue to build ships from game start.   The system trigger is when they first attack. 


OK dove into DB some more.    By year 17 of the game they have 32 ships * 10k tonnage + 16 * 10k + 20k * 4 = 560k military tonnage.    This military costs (assuming build cost =BP cost) 128k BP.   They also have commercial ships but I am not counting any of them (5 slave ships, 3 salvager, 2 troop transport). 

It looks like (from hull numbers) that they actually had 1/3 more ships at some point that were destroyed.   (me taking out couple raider ships here and there over the past 7 years). 

 
It's just a really huge disconnect of fighting off 2-3 ships at a time (thinning their numbers) to suddenly having 400k military at home star and 100k+ on colony.   

And you are right, ECM10 is nothing.   It was the cloaking that made it difficult to use missiles on some ships.   
« Last Edit: September 04, 2022, 06:55:42 PM by shadowpho »
 

Online nuclearslurpee

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Re: v2.1.0 Bugs Thread
« Reply #121 on: September 04, 2022, 08:29:23 PM »
OK dove into DB some more.    By year 17 of the game they have 32 ships * 10k tonnage + 16 * 10k + 20k * 4 = 560k military tonnage.    This military costs (assuming build cost =BP cost) 128k BP.   They also have commercial ships but I am not counting any of them (5 slave ships, 3 salvager, 2 troop transport). 

Frankly this is less than most NPRs start with so I don't think the amount is a problem, but it does sound like a bit more of a ramping-up would help the Raider play pattern make more sense to players?
 

Offline shadowpho

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Re: v2.1.0 Bugs Thread
« Reply #122 on: September 04, 2022, 08:55:08 PM »
Quote from: nuclearslurpee link=topic=13050. msg161927#msg161927 date=1662341363
Quote from: shadowpho link=topic=13050. msg161926#msg161926 date=1662335511
OK dove into DB some more.     By year 17 of the game they have 32 ships * 10k tonnage + 16 * 10k + 20k * 4 = 560k military tonnage.     This military costs (assuming build cost =BP cost) 128k BP.    They also have commercial ships but I am not counting any of them (5 slave ships, 3 salvager, 2 troop transport).   

Frankly this is less than most NPRs start with so I don't think the amount is a problem, but it does sound like a bit more of a ramping-up would help the Raider play pattern make more sense to players?

Do NPR really start with that many ships? I checked my NPR at year 17 and it's not that far off from raiders now.

At this point NPR has 3 Alpha, 8 Bravo, 28 Delta, 3 Echo, 3 Golf, 21 Hotel, a bunch of civilians, 4 mike,  sierra 20, whiskey 12.   Here is rough BP cost:

2. 4k+ 8k+28k+ 3k+ 5k+ 42k+ 3k+ 60k + 24k = 175. 4k BP of military fleet.   It is 37% more then raider fleet by cost, but their tech sucks quite a bit. 


Ramping-up would be very nice for sure.  The raids, the sneaking about, really adds to the atmosphere.   If their numbers were growing linearly that would help a lot to be prepared.
 

Online nuclearslurpee

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Re: v2.1.0 Bugs Thread
« Reply #123 on: September 04, 2022, 09:04:43 PM »
I usually see NPRs with well in excess of 1m tons military shipping on spawn, although I do play with 2b starting population which may be a factor, but I'm not sure by how much. Keep in mind that BP scales with tech level, so a NPR with lower tech and 2x tonnage may only have modestly more BP in play than the Raiders do, since spoilers always start the game with a decent tech lead to keep things competitive.
 

Offline db48x

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Re: v2.1.0 Bugs Thread
« Reply #124 on: September 05, 2022, 04:59:50 AM »
Why do salvager modules say that they have a base chance to hit of 100%?

Salvage Module 500
Cost 200   Size 10,000 tons   Crew 80   HTK 5
Base Chance to hit 100%
Materials Required: Duranium  100    Corbomite  50    Boronide  50   

SJW: Fixed for v2.1.1
« Last Edit: September 05, 2022, 12:19:32 PM by Steve Walmsley »
 

Offline db48x

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Re: v2.1.0 Bugs Thread
« Reply #125 on: September 05, 2022, 12:29:43 PM »
SJW: Fixed for v2.1.1. The problem was no damage from secondary explosions resulting from maintenance failures.

The change log doesn’t mention it, but what about explosions happening on ships that are docked in a hangar? Shouldn’t they cause damage to the parent ship? Scorch marks on the walls at the very least. And FOD scattered all through the hangar bay! And chain reactions with box launchers full of ordinance in nearby fighters!