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Author Topic: [FIXED] Something wrong with aerial combat?  (Read 3389 times)

Offline robin

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[FIXED] Something wrong with aerial combat?
« on: July 22, 2015, 05:43:00 pm »
Ufos seem to attack only a bunch of times, then sit there not attacking anymore (it is beyond evident once you go out of ammo).
VERY_SMALL ufos seem to attack 0~1 times before stopping; SMALL ufos 1~5 times; LARGE ufos 30~something (times).
It's like the ufo size determines the amount of ammo for the ufo weapon. I would have thought it was infinite or (more likely) a flat 100 for every ufo. Not finding any mention on https://ufopaedia.org

Is this normal?
It could be some craziness on my end, so I'd like someone else to test it.

Try this, with latest nightly (2015-07-13 12:22):
 - deactivate all mods;
 - set stingray damage to 1, set cannon damage to 1;
 - set interceptor speed to 5000;
 - set big ufos damage to 1 (so you can survive).
Now start a game and go intercepting spree. The whole thing shouldn't take more than 10 minutes.


(I also have the feeling that, at default speed values, the little ufos outrun the interceptor too frequently; but I don't have solid evidence on this).
« Last Edit: July 24, 2015, 03:05:16 pm by robin »

Offline 7Saturn

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Re: Something wrong with aerial combat?
« Reply #1 on: July 23, 2015, 08:20:44 pm »
VERY_SMALL ufos seem to attack 0~1 times before stopping
I always thought, the very small one (=the small scouts) won't attack at all, as they have a weaponsrange of 0. I was never attacked by one, at all. Not in vanilla X-Com not in OpenXcom.

Offline robin

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Re: Something wrong with aerial combat?
« Reply #2 on: July 23, 2015, 08:58:34 pm »
You're right about that, it has "power" and "range" set to 0. But please check the other ufos if you can.
« Last Edit: July 23, 2015, 09:04:24 pm by robin »

Offline Warboy1982

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Re: Something wrong with aerial combat?
« Reply #3 on: July 24, 2015, 01:50:10 pm »
it's tied to the escape countdown timer, and fixed in tonight's build.

Offline robin

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Re: Something wrong with aerial combat?
« Reply #4 on: July 24, 2015, 03:04:49 pm »
it's tied to the escape countdown timer, and fixed in tonight's build.
Nice!