Hey!
I'm playing build.be6ee0e. I noticed a bug in the head on a spike effect.
A ship I had parking near a enemy HOAS got depleted by firepower until it reached 0. It went down 1 at a turn, so I guess you have the hoas effect set cumulative over turns.
The build I played previous had the firepowerboni missing by the mu ursh, but as I saw lots of updates were done I guess it was already taken care of.
This game I found the hhhoh with a smaller firepower bonus and had them compared with normal humans including solarweb, having laser 4 at that point.
Basedamage : 11
Basedamage + solarweb(red star) : 12.5
Basedamage + solarweb(red star) + Hhhoh : 14.5
As the firepower bonus isn't displayed in % anymore but in levels now, I'm not sure how to check if it's right.
The first thing I noticed this build, was that the planet colonized messages were coming beneath all the the ship movement and stuff in the Situation Report.
I liked them coming as first news, green...
Situation Report? Ah, did you get my suggestion enhancing the frame around the message row in the situation report, so that it would not only appear when clicking on the leading icon of the row?
Ah and I just had one of these again:
pure virtual method called
terminate called without an active exception
Second or third I had this week already on different builds, =(
Greez
Head on a spike
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When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Head on a spike
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- Geoff the Medio
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Re: Head on a spike
Unless you can give instructions about how to replicate this, or something about when / how it happens, not much can be done.Scara wrote:Ah and I just had one of these again:
pure virtual method called
terminate called without an active exception
Re: Head on a spike
No sorry, only thing I can tell is that it appears on click. Mostly it happens when I use the interface like the wiki or the objects, not when managing fleets. I don't think it's enough for tracing down the problem, just wanted to mention it.Unless you can give instructions about how to replicate this, or something about when / how it happens, not much can be done.
Re: Head on a spike
That's not good, it's likely mixed up with some of the other changes we've had to meters, I'll see if I can replicate, thanks for the heads up.Scara wrote: A ship I had parking near a enemy HOAS got depleted by firepower until it reached 0. It went down 1 at a turn, so I guess you have the hoas effect set cumulative over turns.
Hhooh wil get a single refinement level of bonus, so for lasers they get +2 as that's the difference between laser 1 and laser 2, so that looks correct. I styill have open a discussion to try to improve the explanation given in game for this but it's far more balanced than before and allows us to do other effects like the Solarweb without it becoming overpowered with percentage bonuses.The build I played previous had the firepowerboni missing by the mu ursh, but as I saw lots of updates were done I guess it was already taken care of.
This game I found the hhhoh with a smaller firepower bonus and had them compared with normal humans including solarweb, having laser 4 at that point.
Basedamage : 11
Basedamage + solarweb(red star) : 12.5
Basedamage + solarweb(red star) + Hhhoh : 14.5
As the firepower bonus isn't displayed in % anymore but in levels now, I'm not sure how to check if it's right.
How are you finding the solarweb? It's a new feature, I enjoyed playtesting it but it's a bit weird to get used to.
That's an oversite, any new sitrep added to the game will default to after any sitreps assigned a priority, you can modify the priorities yourself in default/common user customisations, I'll fix them for everyone with my next commit.The first thing I noticed this build, was that the planet colonized messages were coming beneath all the the ship movement and stuff in the Situation Report.
I liked them coming as first news, green...
I don't recall seeing that—it's normally easier if UI suggestions that require coding new bits are put in separate named threads to bug reports, it's VERY easy to overlook a new feature request amongst a list of possible problems.Situation Report? Ah, did you get my suggestion enhancing the frame around the message row in the situation report, so that it would not only appear when clicking on the leading icon of the row?
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Head on a spike
I really like it! I now go more for the bio adaptive hull, because of it's great stealth and repair skills. Getting the lasers updated I can use them even at the end. With two neutronium armour they even withstand some black kraken in groupings 5+. Solarweb technology fits great in the organic research line and is the cherry on top of the usefulness of the grown up organic ships with lasers at end game!How are you finding the solarweb? It's a new feature, I enjoyed playtesting it but it's a bit weird to get used to.
So mu ursh would get +4 on Lasers, +6 with plasma cannons and even +10 with death ray?Hhooh wil get a single refinement level of bonus, so for lasers they get +2 as that's the difference between laser 1 and laser 2, so that looks correct.
The same way as shilding or stealth stat of ships is set together with all its modifiers in the tooltip, weaponry maybe could be set up? Or would it look weirdly clogged? With basic weapon damge, lvl1, lvl2, lvl3, (species bonus), (Solarweb), (HOAS)... for each mounted weapon. Or just display the weapon damage independent of level and the other boni. I think it might be a bit confusing for new players how the damage calculates otherwise.
Re: Head on a spike
Yup. They used to get +15 with Death Ray 4, which I always thought was over the top, and with the inclusion of Misiorla as an occasional find that, currently, only human players can make use of, it was more important to tone down the higher end bonuses. This also allows other bonuses to happen without causing potential conflicts.Scara wrote: So mu ursh would get +4 on Lasers, +6 with plasma cannons and even +10 with death ray?
I agree, Geoff's actually coded in an Accounting Label for the tech bonuses already, but it doesn't display, I think it needs some backend code changes, and then we can decide how much clutter is useful compared to how confusing it could be.The same way as shilding or stealth stat of ships is set together with all its modifiers in the tooltip, weaponry maybe could be set up? Or would it look weirdly clogged? With basic weapon damge, lvl1, lvl2, lvl3, (species bonus), (Solarweb), (HOAS)... for each mounted weapon. Or just display the weapon damage independent of level and the other boni. I think it might be a bit confusing for new players how the damage calculates otherwise.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.