Speeding up the combat clock creates different outcomes in battles. |
Full tech game with CC empires at max advantage.
I have 2 baseships sitting on a warp point in an opposing system and was having fun toasting the single DNs they were sending after me. One combat, I decided to increase the time counter and one of my baseships just blew up after taking the normal 2-3 hits from the DN. I didn't do it again and no more of my ships blew up. Looked really odd to me.

Re: Speeding up the combat clock creates different outcomes in b
It is a well known bug that increasing combat speed makes PDW fail more often. Probably that´s the case here.
Re: Speeding up the combat clock creates different outcomes in b
Is it with the Balance Mod? Are the DNs using missiles?
If both of those answers are yes, then it's likely as Grendel says that it's the point-defense weapons bug. To my knowledge, the bug doesn't actually exist in stock game( which is probably why Aaron is having problems finding it ).
If either is no, then there is always the chance that you just got unlucky as you put the time rate up.

Re: Speeding up the combat clock creates different outcomes in b
Wow a bug that wasn't in the game....? Does such a thing exisit? (just kidding)
Re: Speeding up the combat clock creates different outcomes in b
if you speed up combat Pd becomes less effective than is should basicaly because its rate of fire dosent scale up all that well.
However I belive that was mentioned when x16 & x32 speeds where added change log 1.26/7 as they where basicaly for moping up rather than fighting
Re: Speeding up the combat clock creates different outcomes in b
I have encountered something relative. I had a supply-drained scout frigate trying to leave a system of a Neutral and was getting attacked every turn. Oddly, the computer's accuracy, while not impressive to start off with, was worsened when slowing tactical combat speed. I could just be mistaking the horrendous accuracy, but the enemy ship was firing over a hundred shots per turn until out of ordnance, then retreating again. Having no ships nearby to drop some extra supply for engine power, this went on for somewhere around 8-10 turns. I took 3 hits total in that entire time. That was well above 1000 DUC rounds.
Maybe the AI was toying with me, knowing my ship was putt-putting helplessly at speed of 1. Personal amusement to turn around and chase them when they ran out of ammo and ran away though. Maybe I just need some sleep...
WanderDaekar
"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci
Re: Speeding up the combat clock creates different outcomes in b
Yah, it's not actually the firing rate of the weapons that appears to be affected by the time rate, it's the accuracy.

Re: Speeding up the combat clock creates different outcomes in b
So when in a tough situation..move real sloooooow..........

Re: Speeding up the combat clock creates different outcomes in b
There is another bug with storms: Some storms affect accuracy, and this bug makes that effect system wide... Affecting all ships.

Re: Speeding up the combat clock creates different outcomes in b
Or maybe the "system wide storm effect bug" affected you. There are storms that render shields useless...
Re: Speeding up the combat clock creates different outcomes in b
OK, so what is the bottom line, then, with regards to combat simulation and simultaneous turns games?
At what speed is combat resolved in, say, a PBW game? If speed of combat resolution does have an impact on the outcome, I'd like to know that when I run a combat simulation, I will at least be in the ball park with regards to weapons performance.
Re: Speeding up the combat clock creates different outcomes in b
I noticed that too, when you speed up, the damage get through more easily (maybe the computer have a hard time keeping up, if the fight is a big one, i did not test it often so maybe like the other guy said, its the PD that miss more)
I also noticed in the demo 1.25, with alltech on, when i test my ships designs in the combat simulator, the ships have a real hard time killing each other. The Shield regenerator is only half of the reason, its also that the ships are constantly missing eachother, even a close range.
I guess the "to-hit" formula have been changed to increase the difficulty, when i put my designs against eachothers, i rarely see a kill (when its capital ship VS capital ship)
Without ammo, nice guns are just sophisticated clubs.




Re: Speeding up the combat clock creates different outcomes in b
Just tested that and my baseships kick butt. Did yours have all the need supplies?