New BM+FQM To-Hit Problems |
I had dropped SE5 for awhle to go play some otehr games and decided to pick it back up again and play some more. I searched the website and found the new version of the Balance Mod with the FQM included. I downloaded and installed it and started a new game. I am about 50 or so turns in and I have realized there is something wrong with the to-hit chances. Even though I have level 3 combat sensors with a +15% hit chance, my ships miss 99.99% of their shots, and so do the enemy's ships. However, the combat simulator works as it should with ships hitting an average of 40%-60% of their shots. I have been led to believe that it may have something to do with the sector combat modifiers from things such as asteroids, storms, and unusual warp points due to the fact that the system I am having trouble with has many of these with a maximum of a -30% bonus on some. I have not done much fighting in any 'clean' systems as of yet, since most of the systems in my area have a good deal of negative modifiers. I think these negative bonuses are somehow being applied to the whole system, and possibly may be stacking. Its hard to play a game when your ships can barely hit a stationary PLANET, let alone a moving ship.
Re: New BM+FQM To-Hit Problems
To Continue what the good captian said its a main game bug as I have also seen it with stock and IRM based games equily. The only FQM BM issue I have found is a strange off set of sensor areas and the mis alignment of the hex grid with the highlight hex when playing games using FQM's new types of quadrent




Re: New BM+FQM To-Hit Problems
It's a known bug that was fixed in v1.26 with storm sector abilities being applied to the whole system. I think this upcoming week that patch will be released.
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Space Empires Depot | SE:V Balance Mod