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Home » news » forums » Space Empires V » Space Empires V General

1.33 Bug: Can't fire on Ringed planets

Thy Reaper's picture
Submitted by Thy Reaper on Fri, 2007-03-23 18:27. Space Empires V General

I just launched the freshly patched SE:V, and was about to teach one of my opponents a lesson when I discovered I could not fire on their planet, despite full ordnance and supply, working weapons, etc. The ships just moved around near the planet in attack formation, but didn't fire.

I ran a couple of combat simulations to make sure: planets without rings can be fired upon, planets with rings cannot. This was tested with bolt weapons, I didn't test seekers or beam weapons.

Has anyone else experienced this? This is a major issue for me, since I like glassing planets and if I find a ringed homeworld, they'll be invincible.

‹ Events How to attack planets... at present...? ›
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Wade's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Wade on Fri, 2007-03-23 19:24.

Could it be related to this?

7. Fixed - Planets with rings would sometimes not fire bolt weapons against targets far above them.

Maybe some thing got inadvertantly switched around.

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ColonialAdmiral's picture
Mod Designer

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by ColonialAdmiral on Fri, 2007-03-23 19:32.

Do landers Still work against rings? (Kind of stupid to glass an AI homeworld) Laughing out loud

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Thy Reaper's picture
Mod Designer

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Thy Reaper on Fri, 2007-03-23 21:06.

I play plenty of empires that use troops to capture enemy planets, but some times I just don't want to bother to spare the populous Sticking out tongue

-----
Space for rent - please contact owner

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ColonialAdmiral's picture
Mod Designer

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by ColonialAdmiral on Fri, 2007-03-23 23:14.

But its a homeworld...Comeon...Thats not a couple million, THATS 1000s of millions (should really be billions) Smiling Plus think of how inefitient it is, i mean all them faciliities prebuilt....

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Qcontinuum on Sat, 2007-03-24 02:16.

I can confirm this Thy Reaper:
Meson blasters cannot damage ringed planets.
Missiles, anti-proton beams and ripper beams however can damage these planets, although the ripper beam I used had a shorter range than the meson blaster.

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Thy Reaper's picture
Mod Designer

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Thy Reaper on Sat, 2007-03-24 10:45.

Then it seems to be unique to bolt weapons. I'll report it as such.

At least there's a decent work around for the time being.

-----
Space for rent - please contact owner

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by javaslinger on Sun, 2007-03-25 12:01.

What is the workaround? Do you mean just using weapons other than meson blasters?

Thanks,

Javaslinger

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Fallen Haven on Tue, 2007-03-27 09:32.

javaslinger wrote:
What is the workaround? Do you mean just using weapons other than meson blasters?

Thanks,

Javaslinger

Meson blasters are not the only "bolt" weapons in the game. Of course, it's the stock game favorite weapon...

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Orion66 on Tue, 2007-03-27 10:08.

I have a similar problem. I have launched 60 fighters on ring planet to bombard it (fighters are equiped with nuclears bombs).
But they can't drop bombs on planet. Can I know why?

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Fallen Haven on Tue, 2007-03-27 10:20.

Orion66 wrote:
I have a similar problem. I have launched 60 fighters on ring planet to bombard it (fighters are equiped with nuclears bombs). But they can't drop bombs on planet. Can I know why?

IRM nuclear bombs are "directed torpedoes", ie missiles. Seem the bug isn't limited to bolt types weapons.

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Gusset on Tue, 2007-03-27 10:48.

Is this bug reproducable in the combat simulator, or just in "real" combat?

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Orion66 on Tue, 2007-03-27 10:55.

I do not know how it is in simulator. I have no option to choose ringed planet in simulator

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Duck on Mon, 2007-04-02 08:53.

If change nuclear bomb manualy to "direct fire" on data files, problem will be same Sad, any kind of bomb don't fire on planet, but torpedo (i.e "clear" seekers fire well ... i don't know why Sad

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Fallen Haven on Mon, 2007-04-02 17:23.

Duck wrote:
If change nuclear bomb manualy to "direct fire" on data files, problem will be same Sad, any kind of bomb don't fire on planet, but torpedo (i.e "clear" seekers fire well ... i don't know why Sad

The problem seem to be that the "hit sphere" is much larger than the planet itself, it seem to cause some problems as the ship can get within it.

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Riffler on Mon, 2007-04-02 18:38.

I just started a new game in v1.33, and the problem does not seem to be confined to bolt weapons or ringed planets. I cannot attack large or huge unringed planets with tech level 1 depleted uranium cannon, planetary napalm or level 3 meson blasters.
The bug appears to be sensitive to the size of the planet and the range of the weapon - from the looks of it, with certain combinations, the ships refuse to fly close enough to the planet to fire on it. It is most obvious with ringed planets, but does happen with any sufficiently short-ranged weapon. AI ships have successfully attacked my planets, but this was before I was aware of the bug and I can't remember what size planet it was.
I reproduced the bug in the combat simulator, but don't have a full range of planets (or weapons - too early in the game) to do thorough testing.

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bheusi's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by bheusi on Mon, 2007-04-02 19:52.

I tinhk part of the problem is in the range of weapons. I can attack tiny planets with bombs, but anything larger is untouchable.

Personally, I don´t think that raising the range of bombs in space combat would be unrealistic. After all, they are being fired in space by a very fast ship, and since space has no atrittion theoretically bombs could have a very large range. They wouldn´t be very precise however.

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by javaslinger on Mon, 2007-04-02 20:09.

Does anyone know if this bug has been reported to Aaron or if the modders (Fallen Haven and Capn Kwok) have commented on this bug?

Javaslinger

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Fallen Haven on Mon, 2007-04-02 22:27.

javaslinger wrote:
Does anyone know if this bug has been reported to Aaron or if the modders (Fallen Haven and Capn Kwok) have commented on this bug?

Javaslinger

I noticed the bug, and i noticed that impacts happen way above the planet (like if a shield was there).

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by bighouse on Thu, 2007-04-05 15:42.

I just did a lot of testing in the combat simulator, and I noticed this: ships ONLY fire on planets if the weapon range ring (F6 in combat) passes through the EXACT center of the planet. The type of weapon (bolt or seeker) did not matter. Ships using the "Maximum Weapons Range" strategy will never fire on a planet with any weapon because they calculate the range from the ship to the planet's surface. If you take manual control of the ship and slowly move it toward the planet, the weapons will fire once the range ring reaches the planet center.

Weapons Platforms don't suffer from this problem, they calculate range from the surface of the planet to the ship. Thus, long range bombardment of a planet is impossible. As soon as you get a ship close enough to fire, it has been in range of WP's for some time and is well on its way to turning into space junk.

Ringed planets are invulnerable, since the ring counted as part of the planet size. I couldn't find a weapon with long enough range to reach the center of the planet.

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bheusi's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by bheusi on Thu, 2007-04-05 16:17.

Yep that´s EXACTLY the problem. Right now the only way to counter this is by increasing the range of weapons. For those interested, I´ll give an example of the changes you need to make in components.txt (in data folder) to increase range. Bombs (the weapon type most affected by the bug):

Nuclear Bomb
Weapon Space Min Damage Modifier Formula := (1500 + (([%Level%] - 1) * 15) * 0.2) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(X, (([%Level%] - 1) * 0) + X), 10000, 0)

X being the number you have to edit to change range. Remember, you must change both Min AND Max damage modifier lines. In IRM, that value is 50, change it to 80 and the weapon range will become 80, enough to attack even large planets with little trouble with point blank strategy. Ringed planets however demand huge increases in range, that will imbalance standard planet assaults since you will be way beyond the range of WPs.

If someone could explain the other values in the formula please do so, I just know how to change range, not to-hit modifiers etc.

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Qcontinuum on Fri, 2007-04-06 00:21.

bighouse wrote:
I just did a lot of testing in the combat simulator, and I noticed this: ships ONLY fire on planets if the weapon range ring (F6 in combat) passes through the EXACT center of the planet. The type of weapon (bolt or seeker) did not matter. Ships using the "Maximum Weapons Range" strategy will never fire on a planet with any weapon because they calculate the range from the ship to the planet's surface. If you take manual control of the ship and slowly move it toward the planet, the weapons will fire once the range ring reaches the planet center.

Weapons Platforms don't suffer from this problem, they calculate range from the surface of the planet to the ship. Thus, long range bombardment of a planet is impossible. As soon as you get a ship close enough to fire, it has been in range of WP's for some time and is well on its way to turning into space junk.

Ringed planets are invulnerable, since the ring counted as part of the planet size. I couldn't find a weapon with long enough range to reach the center of the planet.

This is very strange.
I did similar tests with different results:
Fighters with small anti proton beams (range 60 ls) had no problem to damage ringed planets. Ships with depleted uranium cannons (range 80 ls) could not do any damage at all.

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by javaslinger on Sat, 2007-04-14 11:43.

What weapons fall into the 'bolt' weapon catagory?

Javaslinger

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Myrath's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Myrath on Sun, 2007-04-15 01:31.

Mesons, Duranium Cannons.

THings that are not 'Bomb' or 'Beam' or 'Seeker'

Have you guys also tried Bombs?? It would seem those would be the weapons that SHOULD be used in a situation like this? Not the normal weaponry?

~Myrath

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Mod Designer

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Phoenix-D on Sun, 2007-04-15 02:03.

Most of the bombs are bolts actually. It should say somewhere on the weapon description page (basically, if it isn't a seeker, and doesn't display a beam, its a bolt)

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BlueTemplar's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by BlueTemplar on Sun, 2007-04-15 04:22.

I don't think the fact that it's bolt or beam or seeker or bomb has anything to do with this bug. It's all about range.

Duranium? It has a very cool sci-fi kind sounding! Laughing out loud

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Qcontinuum on Sun, 2007-04-15 05:27.

BlueTemplar wrote:
I don't think the fact that it's bolt or beam or seeker or bomb has anything to do with this bug. It's all about range.

Sorry, but this is not correct according to the tests I made and described in my post just below in this thread!

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BlueTemplar's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by BlueTemplar on Sun, 2007-04-15 07:25.

Hmm, looks like I have to make more tests...

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BlueTemplar's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by BlueTemplar on Sun, 2007-04-15 20:48.

Looks like it has nothing to do with range and attacking the planet center after all...
Some weapons like Planetary Napalm and DUC (and their smaller equivalents) just don't work against planets. Other weapons like Anti-Proton beams and Missiles work fine.

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by javaslinger on Mon, 2007-04-16 00:14.

Has anyone confirmed that this issue to isolated to ringed planets? Or are all planets presently bugged?

Thanks,

Javaslinger

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BlueTemplar's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by BlueTemplar on Mon, 2007-04-16 16:58.

I don't see any difference between ringed and non-ringed planets.

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Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Harmonious Hegemony on Mon, 2007-04-16 18:10.

In my experience it doesn't matter what type of planet it is. The only thing to do is to forget about MB's until this bug is fixed.

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Myrath's picture

Re: 1.33 Bug: Can't fire on Ringed planets

Submitted by Myrath on Tue, 2007-04-17 03:27.

javaslinger wrote:
Has anyone confirmed that this issue to isolated to ringed planets? Or are all planets presently bugged?

Thanks,

Javaslinger

I know for sure that long range strategy also doesn't work on normal planets. I'm trying to set my bombardment ships to close range at the moment. Max range just makes them circle the worlds.

~Myrath

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