Description
2.0 [daf0] Artillery combat computers do not increase range as they should
Game Version
Stellaris 2.0 - daf0
What version do you use?
Steam
What expansions do you have installed?
Utopia,
Leviathans Story Pack
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Artillery combat computers do not increase range as they should, i.e. the ship_weapon_range_mult modifier appears to not work. Problems with this modifier has been reported earlier at least here and here. I didn't test now whether the modifier works in other places, but at least in combat computers it does not.
Steps to reproduce the issue.
- (optional) increase ship_weapon_range_mult of COMBAT_COMPUTER_ARTILLERY_SAPIENT to something large to make observation certain
- start Stellaris and load attached save
- type "attackallfleets" into console
- order fleet "artillery" to attack fleet "line" and vice-versa
- "artillery" (left one) should start firing its tachyon lance earlier than "line" (start the windup animation, not necessarily deal damage as windup duration varies)
- both ships start to fire each other (about) at the same time (even when the artillery combat computer was modded to give +90% range instead of the default +20%), so it appears that the ship_weapon_range_mult modifier does not work as intended.
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2.0 [daf0] Artillery combat computers do not increase range as they should
Game Version
Stellaris 2.0 - daf0
What version do you use?
Steam
What expansions do you have installed?
Utopia,
Leviathans Story Pack
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Artillery combat computers do not increase range as they should, i.e. the ship_weapon_range_mult modifier appears to not work. Problems with this modifier has been reported earlier at least here and here. I didn't test now whether the modifier works in other places, but at least in combat computers it does not.
Steps to reproduce the issue.
- (optional) increase ship_weapon_range_mult of COMBAT_COMPUTER_ARTILLERY_SAPIENT to something large to make observation certain
- start Stellaris and load attached save
- type "attackallfleets" into console
- order fleet "artillery" to attack fleet "line" and vice-versa
- "artillery" (left one) should start firing its tachyon lance earlier than "line" (start the windup animation, not necessarily deal damage as windup duration varies)
- both ships start to fire each other (about) at the same time (even when the artillery combat computer was modded to give +90% range instead of the default +20%), so it appears that the ship_weapon_range_mult modifier does not work as intended.
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