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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Balance Mod and a movement bug

Submitted by Ender on Tue, 2008-05-20 07:22. SE:V MODs

I have not found whether it has been reported and this report have been long time due but I have constantly been forgetting it. At least from BM1.11 up to BM1.14a there is a movement bug. All ships that have the odd number of movement points starting from 13, move in the simultanic mode on the galactic map one point less. So, if they have 13 they move only 12, if 15 - 14, and so on. Is there a chance as to correct it?

‹ Question with script value DevnullMod 1.71.3.1 Patch version released. Problems with happiness/rioting should be fixed now ›
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BlueTemplar's picture

Re: Balance Mod and a movement bug

Submitted by BlueTemplar on Tue, 2008-05-20 07:51.

http://spaceempires5.com/en-US/node/5655#comment-40100
http://spaceempires5.com/en-US/node/3899

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Captain Kwok's picture
Mod Designer

Re: Balance Mod and a movement bug

Submitted by Captain Kwok on Tue, 2008-05-20 08:15.

This is a SE5 bug as explained in the linked threads provided by BlueTemplar.


Space Empires Depot | SE:V Balance Mod

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Shrike's picture
Mod Designer

Re: Balance Mod and a movement bug

Submitted by Shrike on Tue, 2008-05-20 14:18.

How or why was this kind of movement calculation implemented? I do not recall any issues with the way it was done in SEIV and I fail to see why that had to be changed.

----------
See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.

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Mynhardt's picture

Re: Balance Mod and a movement bug

Submitted by Mynhardt on Wed, 2008-05-21 05:56.

Not sure if someone reported this yet but my stategies for my ships does not work correctly anymore. I used to put my missiles frigate on maximum range or dont get hurt so my ship will keep on retreating while the other ships try to catch up but this does not work in the bm 1.14A ver. It is as if the strategy is on optimal firing range.

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Re: Balance Mod and a movement bug

Submitted by MisterBenn on Wed, 2008-05-21 07:18.

Hmmm - I haven't had those troubles in my game. In my single player game I have running now, I have a CSM early ship strategy. I've been using CSM frigates on Maximum Weapons Range quite happily and didn't notice anything amiss.

I even made a variant of Max Weapons Range with Break Formation Immediately = False, and used it to move a Light Cruiser and a barricade of 5 CSM frigates in formation, all at max weapons range. The frigates fiddle around trying to maintain formation while the leader turns but in the main it works well for small groups.

I do recall though that one of my designs had direct fire, short ranged weapons (I think they were the Psychic Projectors) and I noticed in the combat simulator that they immediately retreated. Changing to Short Weapons Range fixed the issue. I got the impression that with some strategies, if you do not have weapons that can engage at the range required by the strategy then in some cases the ships retreat. I'd imagine that would be influenced by the details inside the strategy regarding what to engage at long / medium / short range, etc. I haven't done enough tests to be sure of that but I've definitely seen my ships retreat in that way.

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BlueTemplar's picture

Re: Balance Mod and a movement bug

Submitted by BlueTemplar on Wed, 2008-05-21 09:34.

The biggest problem that long Range depends now from the enemy weapon's range, and is slightly lower. It's annoying to see your ships keep the distance where the enemy can shoot at you - with another 5-10 distance, it couldn't. It would be great if there was a new setting - max range, that would work as the old long range: maximum range available to your ship.

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Myrath's picture

Re: Balance Mod and a movement bug

Submitted by Myrath on Wed, 2008-05-21 09:51.

Aah! Well.. that explains a few things in combats that should have taken place in the last movement steps...
*mutters*

Well.. glad I read it now..

~Myrath

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Re: Balance Mod and a movement bug

Submitted by Ender on Wed, 2008-05-21 12:14.

Ups, it seems I have not done my homework thoroughly enough. Apologies for Captain Kwok, as I play mainly his BM, I have not noticed this behaviour in other mods. Thank you, BlueTemplar for the info, but unfortunately your numbers are incorrect. I checked them and the issue with loosing a movement point appears only when a ship has 13,17,19,21,23 points. I have not checked anything over 23, so perhaps there are more possibilities but definitely it is not yours 3n+1, at least in v.1.71. So, another bug for Malfador.

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Mod Designer

Re: Balance Mod and a movement bug

Submitted by Fyron on Wed, 2008-05-21 13:05.

Looks like its just a bug with the function that determines which of the 30 days a ship can move on.


SpaceEmpires.net | Space Empires Wiki

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BlueTemplar's picture

Re: Balance Mod and a movement bug

Submitted by BlueTemplar on Wed, 2008-05-21 14:35.

Hmm, I was sure it worked with 4 and 10 movement points... did you test the lower values as well?

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Re: Balance Mod and a movement bug

Submitted by Ender on Wed, 2008-05-21 17:59.

I tested them between 4 and 23 including both values.

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