Failing to Close to Range 2 with Sappers and R2 Beams: A Work Around |
Wed, 16 February 2011 23:36 |
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Orange | | Officer Cadet 1st Year | Messages: 215
Registered: November 2005 Location: TO, ONT, CA | |
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[I have played Stars here for a number of years now and this is my contribution back to our community. I will add to this thread as time permits.]
This is a work around to the Stars Coding Bug as explained in
the "Stars! - Must Know" topic in the thread "Known Bugs (JRC3) - Coding bugs" at
http://starsautohost.org/sahforum/index.php?t=msg&th=238 7&start=0&rid=824&S=8289a41cebc309beaae98a8408f7 b1e0
Short Answer: A BB with mostly Range 2 beams (Blaster), Sappers and one/two Range 3 beam (i.e. Colliodal) will close atleast under max dmg orders.
Long Answer: Think of Stars with a rules engine for combat with
Rule (1) - no need to move forward if current in-range weapons have max effect - the sapper wpns have max effect if it can take down all the shields - other examples, a ship also does not move forward if its wpns (beams) can destroy the opposing ships.
Rule (2) - a lack of a rule really - it does connect the "what if" it moves forward one step results (for example its calculations for max dmg ratio) with Rule (1) - or you could look at it as it stops at Rule (1) without going to Rule (2).
In later threads, ManicLurch and I will describe some of the other rules and the subtle results (i.e. tricks) of these rules to suck in Undead/Barbarian Missile ships (but they found a counter solution) - Dynamic Duos game.
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[Updated on: Thu, 17 February 2011 14:30] Report message to a moderator
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Re: Failing to Close to Range 2 with Sappers and R2 Beams: A Work Around |
Thu, 17 February 2011 09:04 |
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Trying to join the dots between the thread title, and the post content... I think what you're saying, is that the presence of at least one regular range 3 beam will encourage a ship to advance past range three despite the presence of sappers capable of eliminating the enemy shields at the current range.
This would boil down to the following logic:
A token with max damage orders will advance towards it's target if either of the following conditions are met:
(1) no weapons are in range yet, or
(2) at least one weapon that is already in range will deal more damage if the ships move closer
I have not tested this workaround, I'm just hypothesising the logic based on what I'm inferring from your suggested workaround. This logic would explain why a colloidal+sapper would advance to range 2, but not a bazooka+sapper (if this is the case, I haven't tested.)
[Updated on: Thu, 17 February 2011 09:07] Report message to a moderator
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Re: Failing to Close to Range 2 with Sappers and R2 Beams: A Work Around |
Thu, 17 February 2011 12:16 |
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Orange | | Officer Cadet 1st Year | Messages: 215
Registered: November 2005 Location: TO, ONT, CA | |
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Dogthinkers wrote on Thu, 17 February 2011 09:04 | Trying to join the dots between the thread title, and the post content... I think what you're saying, is that the presence of at least one regular range 3 beam will encourage a ship to advance past range three despite the presence of sappers capable of eliminating the enemy shields at the current range.
This would boil down to the following logic:
A token with max damage orders will advance towards it's target if either of the following conditions are met:
(1) no weapons are in range yet, or
(2) at least one weapon that is already in range will deal more damage if the ships move closer
I have not tested this workaround, I'm just hypothesising the logic based on what I'm inferring from your suggested workaround. This logic would explain why a colloidal+sapper would advance to range 2, but not a bazooka+sapper (if this is the case, I haven't tested.)
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Yes, this is the logic. Your description is better then mine.
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Re: Failing to Close to Range 2 with Sappers and R2 Beams: A Work Around |
Thu, 21 June 2012 10:28 |
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Orange | | Officer Cadet 1st Year | Messages: 215
Registered: November 2005 Location: TO, ONT, CA | |
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This bug also causes ships with Battle Orders (BOs) targeting "Armed Ships" to stop advancing when a stack (or single) of armed ships gets in range of a larger stack which can kill the smaller stack in one shot.
The basic bug is that if "the target" of a stack can be destroyed in one shot, the code appears to be set not to move forward as there is no need (max dmg already). In Sapper and rng 2 beamer ships, the sapper damage is at max dmg at rng 3 - the code does not appear to calculate the dmg "what if" the stack moves up one more movement.
Note: This theory easily applies to the initial contact round. After the initial contact round, this theory is harder to apply unless you see which "target" your stack is targeting in the 2nd and subsequent rounds and calculate accordingly.
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