Stellaris - 2.0 [daf0] Artillery combat computers do not increase range as they should

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Torakka

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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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Xaneas

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I came across this problem last year when i was modding the defence stations, it seems the modifier is not working at all, its does not change the weapon range even with 1000%.
The new starbase building "Target Uplink Computer" is not working because of this too.
This must be fixed!
 

per2

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you can add few more useless things in cherryh - outpost and his bigger brothers 20% weapon range in default = useless + upllink computer building for starbases + 50% weapon range = also useless
 

terriblestperson

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When I saw the uplink building for starbases I was hoping they'd fixed this bug, but I noticed it seemed to still be present during the first engagement involving one of my starbases. You might want to duplicate this for the rolling beta 2.0.2 and edit this post or make a new one.
 

Darrien

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I also posted a bug report for this broken modifier in 1.9.1 and also for 2.0. Wiz responded to one of my posts on one of the Dev Diaries for the 2.0 update that this modifier was fixed in 2.0. Which as you can see is not fixed. For 1.9 I modded out everything that used that modifier and replaced it with something that does work so if this is not fixed soon, I suppose I will do the same thing again.
 

per2

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I also posted a bug report for this broken modifier in 1.9.1 and also for 2.0. Wiz responded to one of my posts on one of the Dev Diaries for the 2.0 update that this modifier was fixed in 2.0. Which as you can see is not fixed. For 1.9 I modded out everything that used that modifier and replaced it with something that does work so if this is not fixed soon, I suppose I will do the same thing again.

this would be awesome, since i love fortyfying and and the weapon range somehows renders my starbases useless now since for example scourge swarm fleets have bigger range than my huge starbase - 120 vs 100 range with missiles
what was/will be the name of this mod?
 

Ixal

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It really sad that not only this bug is not fixed yet even after Wiz promised it, but that Paradox continues to implement stuff like the uplinks which they know not to work.
 

Torakka

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@grekulf pinging you as Wiz is probably getting tons of pings already. I suppose you (or at least Stellaris team in general) are already aware of this issue, but I just want to make sure.

Also, my pet peevee issues excess energy not giving bonus damage, ship_weapon_damage and ship_fire_rate_mult not working for Automated Dreadnought (and other entries in ship_size files) and effect of repeatable technologies being calculated incorrectly in ship DPS value (and consequently probably also ship combat power value) are all still present.

This isn't of course any gamebreaking problem, but it is quite annoying that there are this kind of "trap" modifiers that appear to be beneficial, but do not in reality do anything.
 

RadioactiveHellion

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Still?!

C'mon folks. You gotta dedicate a period to dedicate towards dealing with older bugs because some of these are lingering way too long and having a whole modifier (and all its attached game content) not functioning is a pretty big one.
 

Rithral

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What I don’t understand is that they should know that the range % increase is broken. It’s been reported multiple times over multiple patches. Yet even known if this they implemented a new mechanic for outposts that relies on it. (Uplink)

When adding this new mechanism they should have tested and noticed that the uplink was not working and figured out why.

So skilly. Reminds me of the broken toughness stat in HOI that was broken and not working for three years...