This post is directly for the Devs. I would like a clear explanation of the battle results for the three images above which all took place within the same game turn. Now, before anyone jumps and yells, I am aware that every "attack" is a random roll between the minimum and maximum damage amount potential of every individual weapon minus a random roll between 0 and maximum defence of the oponent's coresponding defense attribute. HOWEVER, in all three examples above, the damage I took (Left side of the screen as I was always the attacker) and the amount of HP lost for the fleet was almost always near 1:1. The enemy (right side of screen as defender) the HP lost vs. damage taken was almost always nearly 1:2. Meaning I need to deal 2 damage for 1 HP lost while AI deals 1 damage for 1 of My HP lost.
Further, In picture 2, my frigate with a total of 61 HP (which was full prior to battle) was destroyed whilst my entire fleet suffered only 34 damage. In picture 1, the enemy fleet had a combined total of 54HP and received 93 damage and yet 2 ships survived?? Now, looking also at weapon types used vs. defenses available, there is a clear mis-match in my favor. Meaning I had a much higher shield to beam ration than enemy AI had as armor to railgun ratio.
My question for the DEVS is this... Could you possibly, and in all transparency publish the damage equations used for battles?
Epic Gamertag : Emma Killyu
Steam Gamertag: Tattyanna Wolf
I await an answer from the DEVs. (I specify, as any answer from players is not considered relevant due to lack of actual provable and factual information).
With Regards,
Emma Wolf
You'll have to wait until Monday or Tuesday at minimum as they're on vacation per the notification up top. (or is this post irrelevant due to 'lack of factual provable and factual information?)
Anyways, I agree with you, the battle results have been annoyingly inconsistent as of late. They actually used to be better. (or, again, is this post irrelevant due to 'lack of factual provable and factual information?)
Wow, this post went from "I would like a clear explanation" (emphasis mine) to Dragon's breath in just a few minutes. You went from sort of nice to I hate all of you guys at Stardock and I hate all of your products and I hate all of my fellow Gal Civ 4 players!! I hate you all!! lol
Have you ever heard of the truism "you catch more flies with honey than vinegar"? You could have left out that last paragraph entirely and been far more effective in your messaging. Perhaps the 2nd to the last paragraph also. No one really cares how many hours of your life you invested in the games you listed. Here is your lollipop! Congratulations!
And you certainly should have left out "any answer from players is not considered relevant due to lack of actual provable and factual information". Lol, ok. Wow, the arrogance is over flowing from this one.
@ EmmaKillyu Although I agree with most of what you have said you underestimate the gaming community there are many players who have in depth knowledge of the game and given the chance could answer your questions with provable and factual information don't be to eager to right them of.....
Damage = rand()%(1 to max attack) - ( rand()%(1 to max defense in corresponding defense) + sqrt(rand()%1 to max defenses in non-optimal corresponding defenses).
And I agree, the battle results don't seem to intuitively work the way they should. I'll ask someone to look further into it.
But if I had to guess, it would be an issue of overkill. The winning side had 3 ships while the other side only had 2. So even if you super killed one of the ships, the other still got an additional round.
Thank you, much appreciated. I will await further info. I still do believe however that the precise calculations used should be made public.
I have further observed battle, and there is a Major problem. I have just lost a battle due to enemy destroyed ships still firing on me and my ships firing on destroyed ships thus causing no damage while I am taking some from same destroyed ship. And I have proof!
Here is the setup: I have 2 ships as follows
Enemy Altarian has 3 ships as follows:
On the very first opening shot I destroy "Point of light", so far so good. It's 2 vs 2
Later on in the battle we are down to 1vs1 as shown below. Notice how many ships are in screen and how many are darkened in the upper corners.
Now, watch were I get totally screwed. In the next shot taken 2 seconds later, notice how many enemy ships are non screen.
Here is another angle, showing both ships, and damage log shows 2 ships firing on me, while upper right corner shows only one ship remaining for altarians.
And Finally, the battle report... Notice how miraculously a second Altarian ship has risen from the dead. Notice also the Altarian fleet's total HP of 91 and the damage I dealt to their fleet being 137. Who took the missing 46 damage? (137-93=46). I went over the entire battle log, here is what I found. The second ship, 'Cutting Principle' never resgisters as "destroyed" in the log, even though HP was at 0 for roughly half the battle. Conclusion, I was shooting at a ghost ship dealing no damage, but was taking damage from said ghost ship. See screenshots below.
At this point, I most definitely would like an explanation from the developers as to how this could happen?
It can also be unintuitive, like yesterday I added armor to specialized classes of medium ships because the Torians way overspecialized into kinetic and armor, yet the standard generated ones seemed to survive better and ships weak to kinetic were untouched in battles.In all honesty though, I never watch the battle videos, so, maybe people are missing bugs by not watching those? Additionally, it can give no casualty results and still have casualties, and we aren't talking about one on one between similarily matched ships.
I have no inside knowledge, I am only speaking from a lot of experience looking at battle logs. Setting aside the whole issue of how damage is calculated (which needs a LOT of work), what I believe is happening is the following:
It would be nice if the devs would adjust the target selection algorithm to take into account the weapons, weapon strength, and defense strength to only assign enough ships to a single target ship to have a 90% probability of destroying the target ship. This means that occasionally the target ship will survive, but the benefit of spreading-out the attack of a fleet to more targets far outweighs the downside of occasionally having a target survive.
The solution to all of this pain would be if we could "control" each of our ships (if we so chose) for each battle (again, if we so chose). We could then select how many ships targeted the enemy, how many fired, where the ships maneuvered, what they did during battle, where they attempted to flee or not or self destruct, and which weapons to fire on each enemy ship. Master of Orion 1 and 2 did that masterfully as well as other gems including Interstellar Space: Genesis, which was modeled after MOO.
Just saying. Not trying to be a Jack Ass here.
I have mentioned MOO2 many times in regard to combat. So, no problem with me.
Might be kind of hard to do after release since you'd have to do a combat overhaul and there's making sure that the AI is at least smart enough to have some strategy.In general though, I find that mixed fleets work much better with the games combat system (unless you're so early on that you're spamming missile boats). I do try to orient towards a specific opponents strengths/weaknesses, but it doesn't seem to actually work somehow.
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