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Home » Stars! 2.6/7 » The Academy » Beamer and Sapper mixed design with Max Damage Ratio
Beamer and Sapper mixed design with Max Damage Ratio Fri, 20 July 2012 01:33 Go to previous message
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Duel club Champion 2007
Duel Club Champion 2007

Helped track down one or more Stars bugs

Messages: 141
Registered: June 2003
Location: Tampa, Florida, USA

I am aware that ships with Range 2 beam plus Sappers do not always close to range 2 when they should.

Less common is the complaint that beam/sapper designs avoid combat completely for a turn or two when they use "Max Damage Ratio" orders.

I have an example if anyone is interested in the files.

Here is a description of what happened:

My stack of 25 Enigma Pulsar battleships with Range 3 beams and Range 3 (of course) sappers moves two squares toward enemies. Primary orders are "armed ships" of which there are plenty. At this point, the nearest enemy stack is three squares away. For third move, my battleship stack reverses direction - so is now four squares away from any enemy stacks. No enemy stacks advance closer than 4 squares. Firing begins.

Impact is that my stack of battleships do not fire EITHER sappers or beams because nobody is in range. Next turn, they do move forward and get shots off.

My impression is that even "Max Damage Ratio" requires the ship to get and stay within range of the most attractive primary target with at least one weapon before it can try to pick a square that maximizes the damage ratio.

Just want to confirm this is a bug with designs of range 3 sappers plus range 3 beams using "Max Damage Ratio" orders as opposed to me misunderstanding the battle orders.




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