Logo Platform
logo amplifiers simplified

Xeryx's 1.0.18 Bugs as encountered

Reply
Copied to clipboard!
8 years ago
Jun 22, 2017, 2:53:48 PM

Hi Xeryx,


I did notice some rounding issues in the overall offense power calculation.  For example,  a tier 1 kinetic has 5,6,6 power and thus 17 offence power,  but it is displayed as 16.   Looking at the XML I think I know why;   it seems instead of adding 5+6+6 it adds the effectiveness then multiplies by the weapon dps,  so we get (1+1+0.8)*6 = 16.8 which is rounded down to 16.    Such small rounding errors might look odd but,  I'm fairly sure they have almost no effect on gameplay.  :)

0Send private message
8 years ago
Jul 19, 2017, 4:11:37 PM

Thanks for your reports!

For the Vodyani leader, the fix will be deployed soon.

For the kinetic weapon values, I asked a programmer to check it.

0Send private message
8 years ago
Jul 13, 2017, 3:49:03 PM

bump for dev love!   


Any chance to fix/track the XML bug in SimulationDescriptions[ModuleWeapon].xml ?


Ditto for the Vodyanoi leader going to be lighting up odd areas of the screen?


Both of these are cosmetic/display bugs only,  but it would be nice to see at least a "yes we've put it into the database".


Thanks guys!




0Send private message
0Send private message
8 years ago
Jun 23, 2017, 9:07:29 PM

Here is a visual bug for the Vodyani Leader. For some reason, the Body glow is showing by the leader's hand.




 

0Send private message
8 years ago
Jun 23, 2017, 2:40:55 PM

Amplimath,  did you also get the XML changes required to fix the detalied weapon damage display to the devs?   It's an easy fix and only cosmetic but it would be nice to see in a patch.


Thanks!


Silas


0Send private message
8 years ago
Jun 23, 2017, 1:58:55 PM
Xeryx wrote:

Hello Weaponizedcaffeined! hehe


I have a very strange one here for you:


Planet Pisces:

Will not display any normal improvements to produce and It was just colonized. I have never seen this issue before in all gameplay, and never at Pisces. It is a bummer because it is an outstanding system.  I have no idea what the Global thing is in the production choice window but it is probably what is causing the issue. It has to be just this specific planet because I have not seen any issues with any others. Maybe some others can confirm this issue with Pisces


Here is the Saves b4 and after

1.0.18 Lockarian Bug b4 Pisces.zip

1.0.18 Lockarian Bug at Pisces2.zip

Here is the Log

Diagnostics - 2017'06'21 @1701'05''.zip


Here is a screenshot

Hi there,


I have reproduced the Pisces bug and assigned it to a programmer.


Thanks for your report!


Cheers

0Send private message
8 years ago
Jun 23, 2017, 1:10:51 PM

Well done SilasofBorg and with some of my testing I also concluded the the damage is correct. 


My biggest concern is the placement of ships in the wrong flotilla's

0Send private message
8 years ago
Jun 22, 2017, 9:46:27 PM

The incorrect damage numbers are limited to the design screen.


As a test,  I edited the XML the give kinetic 1 weapons 200 flak damage across the board.    I then designed a scout with no defense and 2 kinetic 1 weapons which together registered over 400 damage at all ranges according to the detailed breakdown.   Overall ship power was calculated correctly at 33.


I then engaged this scout at Long, Medium, and Short ranges against a Horatio scout armed with a single laser and no defenses.  


In all cases I did exactly twice as much damage as the Horatio scout,  completely expected since I had two tier 1 weapons to the Horatio's one.   Had the flak actually been mis-applied as weapon damage the Horatio scout would have been anihilated in short order and my battles would not have all ended in draws.


Now,  it is still possible that the weapon effectiveness calculations (percentages) are used in other flotilla assignment / card choice AI,  so fixing the bug is probably still a really good idea.   It just doesn't appear to have any actual effect on straight-up damage,  which is a relief.


Also Xeryx,  if I understand your other question,  the efficiency percentages indicate how much of your total loadout you can bring to bear at any given range.   So if you have one long range weapon of 50 power (100/0/0) and one short range weapon of 50 power (0/0/100),  your range effectiveness will be 50% / 0 / 50%.


0Send private message
8 years ago
Jun 22, 2017, 4:16:46 PM

This should actually be pretty easy to test.   I'll create a game in the recently published 1.019,  make a ship with kinetics,  and throw it against the first non-kinetic (ie not bugged) pirate I meet with and without the fixes to the XML at various ranges.   My lunch break is nearly done but I should be able to test it this evening.


0Send private message
8 years ago
Jun 22, 2017, 3:31:15 PM
SilasOfBorg wrote:

Hi Xeryx,


I did notice some rounding issues in the overall offense power calculation.  For example,  a tier 1 kinetic has 5,6,6 power and thus 17 offence power,  but it is displayed as 16.   Looking at the XML I think I know why;   it seems instead of adding 5+6+6 it adds the effectiveness then multiplies by the weapon dps,  so we get (1+1+0.8)*6 = 16.8 which is rounded down to 16.    Such small rounding errors might look odd but,  I'm fairly sure they have almost no effect on gameplay.  :)

That is pretty negligible.  Obviously, they created those numbers for a reason and not just for looks. Otherwise, we would just see the effective range percentage. The only place the effective ranges are used is for deployment of ships to the L,M,S flotillas. Thank you for the help! for sure!


When you look at an after battle report it gives a general breakdown also for the ranges of engagement and how much damage has been done.


With ENFER broken we do not get a detailed battle report. 


Basically, I want to prove that the FLACK rating is either affecting those numbers or not.(the range effectiveness in the flotilla screen)

I have a very busy couple of days, and I may not be around over the weekend. So if you find anything conclusive for the devs, please post it here. Thanks again for your help it is greatly appreciated.




Updated 8 years ago.
0Send private message
8 years ago
Jun 21, 2017, 11:23:42 PM

Hello Weaponizedcaffeined! hehe


I have a very strange one here for you:


Planet Pisces:

Will not display any normal improvements to produce and It was just colonized. I have never seen this issue before in all gameplay, and never at Pisces. It is a bummer because it is an outstanding system.  I have no idea what the Global thing is in the production choice window but it is probably what is causing the issue. It has to be just this specific planet because I have not seen any issues with any others. Maybe some others can confirm this issue with Pisces


Here is the Saves b4 and after

1.0.18 Lockarian Bug b4 Pisces.zip

1.0.18 Lockarian Bug at Pisces2.zip

Here is the Log

Diagnostics - 2017'06'21 @1701'05''.zip


Here is a screenshot

Updated 8 years ago.
0Send private message
8 years ago
Jun 22, 2017, 1:15:20 PM

Silas of Borg, Thank you for digging around.  I certainly hope that it is nothing more than a display problem.  If I don't go out of town this weekend, I might do some testing to see if I can determine if these do skew the deployments.


Can you determine why adding a third weapon, makes the numbers less than a 100% value?

Updated 8 years ago.
0Send private message
8 years ago
Jun 22, 2017, 12:03:39 PM

Did some futzing around with the XML and fixed it.


It remains up to the devs to figure out whether or not this is just a display bug,  but I was able to fix the display by adding "Path="ClassModuleWeapon,!ClassModuleWeaponFlack" in SimulationDescriptions[ModuleWeapon].xml (changes in bold):


        <BinaryModifier TargetProperty="DamagePerSecondShort"    Operation="Addition"       Left="1"    BinaryOperation="Subtraction"  Right="$(ShortRangePenalty)" Path="ClassModuleWeapon,!ClassModuleWeaponFlack"/>
        <Modifier TargetProperty="DamagePerSecondShort"          Operation="Multiplication" Value="$(DamagePerSecond)" Path="ClassModuleWeapon,!ClassModuleWeaponFlack"/>
        <Modifier TargetProperty="DamagePerSecondShort"          Operation="Addition"       Value="$(DamagePerSecondShort)"  Path="../ClassShip"/>

        <BinaryModifier TargetProperty="DamagePerSecondMedium"   Operation="Addition"       Left="1"    BinaryOperation="Subtraction"  Right="$(MediumRangePenalty)" Path="ClassModuleWeapon,!ClassModuleWeaponFlack"/>
        <Modifier TargetProperty="DamagePerSecondMedium"         Operation="Multiplication" Value="$(DamagePerSecond)" Path="ClassModuleWeapon,!ClassModuleWeaponFlack"/>
        <Modifier TargetProperty="DamagePerSecondMedium"         Operation="Addition"       Value="$(DamagePerSecondMedium)"  Path="../ClassShip"/>

        <BinaryModifier TargetProperty="DamagePerSecondLong"     Operation="Addition"       Left="1"    BinaryOperation="Subtraction"  Right="$(LongRangePenalty)" Path="ClassModuleWeapon,!ClassModuleWeaponFlack"/>
        <Modifier TargetProperty="DamagePerSecondLong"           Operation="Multiplication" Value="$(DamagePerSecond)" Path="ClassModuleWeapon,!ClassModuleWeaponFlack"/>
        <Modifier TargetProperty="DamagePerSecondLong"           Operation="Addition"       Value="$(DamagePerSecondLong)"  Path="../ClassShip"/>



Enjoy!


0Send private message
8 years ago
Jun 22, 2017, 11:51:26 AM

Well, I kind of know why this is happening.


I looked at the xml in SimluationDescriptors[ModuleWeapon] and ModuleDefinition[Weapons] and it is pretty clear that the projectile weapons' "slave" weapon (used to model flack damage) is getting added in at some point,  possibly only for the design screen but it might be good for the devs to check other places too.


For example,  Kinetic1 has:


        <SlaveModule Name="ModuleWeaponFlack1" CategoryForSimulationDescriptors="CategoryWeaponFlack"/>

This "Flack1" weapon is partially defined as follows:


        <Modifier TargetProperty="LongRangePenalty"             Operation="Addition" Value="1"         Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="MediumRangePenalty"           Operation="Addition" Value="0"         Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="ShortRangePenalty"            Operation="Addition" Value="0"         Path="ClassModuleWeapon" TooltipHidden="true"/>

Flack1 has a "hidden" damage of 20,  which is getting incorrectly added to the displayed damage.



Note that other places in the XML exclude flack from calculations,  for example:


<!-- Used to set the offensive power of the module -->
        <BinaryModifier TargetProperty="OffensiveMilitaryPower"  Operation="Addition"       Left="1"    BinaryOperation="Subtraction" Right="$(LongRangePenalty)"    Path="ClassModuleWeapon,!ClassModuleWeaponFlack" TooltipHidden="true"/>
        <BinaryModifier TargetProperty="OffensiveMilitaryPower"  Operation="Addition"       Left="1"    BinaryOperation="Subtraction" Right="$(MediumRangePenalty)" Path="ClassModuleWeapon,!ClassModuleWeaponFlack" TooltipHidden="true"/>
        <BinaryModifier TargetProperty="OffensiveMilitaryPower"  Operation="Addition"       Left="1"    BinaryOperation="Subtraction" Right="$(ShortRangePenalty)"  Path="ClassModuleWeapon,!ClassModuleWeaponFlack" TooltipHidden="true"/>
       
So I think it might just be a display thing.


0Send private message
8 years ago
Jun 22, 2017, 1:11:02 AM

That's a fair point, I don't really pay attention much to enemy tactics unless I'm on the losing end. 

0Send private message
8 years ago
Jun 22, 2017, 1:03:45 AM

Again, I am sure they use all those numbers in their calculations, and probably for more reasons than I see currently. 


You are correct that the visuals of battle are pretty much that, the results will matter though if you look at after battle action reports.


Take for example if that carrier was deployed in a short range capacity, it would (and should) get creamed!!   What numbers they use and how they use them is their business, but I have heard many complaints of the AI not using the correct cards for their fleet configurations, could this be why?  Only they will know.


Maybe you can go test some fleet deployment for me, I am pooped!  I am about 90% sure those numbers are used in the ship deployment phase.


They better hope my custom faction troops show up in ground battles.


Updated 8 years ago.
0Send private message
8 years ago
Jun 22, 2017, 12:59:12 AM

I don't think battles are deterministic are they? The actual fight is simulated was my expectation. 

0Send private message
8 years ago
Jun 22, 2017, 12:56:57 AM

I am sure they use those numbers to calculate the percentages, for what range the ship is good at, it is common sense.  Otherwise, why would they have them calculated?

0Send private message
8 years ago
Jun 22, 2017, 12:35:37 AM

Wow.. nice catch.   Eminently reproducible for me at 1.18 right from the beginning of the game.  Tested Hero ships,  Explorers, Colonizers, Corvettes;   all displayed the same behavior where the detailed stats would be off for Medium and Short ranges for Kinetics.   Tested lasers, torps, and beams and they all seemed to agree 100% with the weapon stats on the large LHS weapon tooltip. 


I wonder if this is just a display bug,  or if the calculations are really off in combat / combat planning? 

Updated 8 years ago.
0Send private message
8 years ago
Jun 21, 2017, 11:27:53 PM

Ok now on to issue 2


I hope you are awake!! this requires brain power!!

Do you remember me showing you a bug with the Slugs/Kinetic in the Ship designer? I do.


Well, It is still in the game and needs to be eradicated. 


I believe it is messing up how ships are being deployed by the AI and auto deploy function for the human. This occurs in combat deployment phase before space combat. It will give false range damages making incorrect range percentages for deployment into the different flotillas.


This may also be skewing the Tactics Cards that the AI is choosing,


To review it again, this occurs with all Kinetic based weapons. Thank you again, Devs for adding the detailed toggle, because that tool is how I found this. Why didn't your testers?


Since the Shipbuilding AI is working correctly now, and I am seeing lots of Kinetic weapons on ships. Fixing this will make a difference for the AI.


There is a multiplier at work here for ALL the kinetics, I think it was 2.64 IIRC


Here are some screen shots:

Here is the SLUG/Kinetic weapon. Look over under the ranges. The damages are incorrect

What it says for ranges: LONG:54 MED 197 SHORT:197

It should read LONG:54 MED:68 SHORT:68




HERE is a correct reading with the OPAL Pulse Laser




So what is the big deal you ask? Well, when you have multiple combinations of weapons, then the range damages and percentages are totally off kilter. So when you are in ship deployment, it doesn't find the correct flotilla position for the ship design. So if we could all get this fixed asap, that would be fantastic because I pointed this out quite awhile ago


This ship should actually show different percentages, and the more slugs/Kenetics that are on a ship, the more it skews the ranges percentages.  


It should show this: LONG:65 MED:62 SHORT:77  a huge difference from LONG:56 MED:96 SHORT:117

So do you think the AI will ever deploy this in the long role?  which it does just fine in. But see the Medium role, it is totally out of spec.



 Ok so to really drive this point home, the bigger the ship the more skewed it gets.


This ship shows: L:1419 M:2566 S:1700

It should show this L:1419 M:1419 S:420


So as you can see this ship is best at Long and Medium range, and very poor at SHORT...


Updated 8 years ago.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message