Response: IM90 Change

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BloodEagle
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NOOOOOOOOOOOO!!!!! :cry:

In any case, the weapon description needs to change, since the three cannons no longer independently target.
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Atarlost
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I just found that multitarget is broken in 1.0 for fragments. It may be completely broken, in which case add your complaint to http://wiki.neurohack.com/transcendence/trac/ticket/152.
george moromisato
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BloodEagle wrote:NOOOOOOOOOOOO!!!!! :cry:

In any case, the weapon description needs to change, since the three cannons no longer independently target.
I definitely did not mean to nerf the IM90 (not like that anyway). It's a bug that I'll fix for RC2.
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digdug
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As a temporary fix, adding autoAcquireTarget= "true" gives back the old behaviour to the IM90.
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Atarlost
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That does not work for fragments. I tried it.
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I'm having trouble reproducing the problem. What exactly is the behavior that you observe? In the TM7 case, do the fragments ignore any targets?

Does it make a different if you have the targetting rom installed (or not)?

I did make one change: previous to RC1, if there were more fragments than targets, any extra fragments flew away with no target. In RC1, all fragments pick a target, even if that means that multiple fragments go after the same target. Could that explain what you're seeing? And if so, is it behavior that should continue?
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Aury
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george moromisato wrote:In RC1, all fragments pick a target, even if that means that multiple fragments go after the same target. Could that explain what you're seeing? And if so, is it behavior that should continue?
Personally, I like this concept. Apparently (As I havn't had the chance to test it for myself), no fragment will target and track as I have interpreted it...
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Atarlost
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Fragments with maneuverability and autoacuiretarger="true" will pick targets and track them, but their initial vectors are random. In 0.99c if multitarget="true" was on the fragment the initial vectors would be at nearby enemies. It currently does nothing at all on fragments.

Comare

Code: Select all

	<ItemType UNID="&nwiOxybeles;"
			name=				"Oxybeles Light Howitzer"
			level=				"6"
			value=				"15000"
			mass=				"4000"
			frequency=			"uncommon"
			modifiers=			"Howitzer; MajorItem; NWA; BlastCannon; Military"

			description=		"The Oxybeles Light Howitzer fires multiple small disposable lasers powered by hexagene driven MHD 

generators."
			sortName=			"howitzer, trebuchet, ThermoCannon"
			>

		<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>

		<Weapon
				type=				"missile"

				damage=				"blast:1d4; momentum3; WMD4"
				fireRate=			"40"
				missileSpeed=		"25"
				lifetime=			"240"
				hitPoints=			"10"
				powerUse=			"150"
				recoil=				"1"
				fragmentCount=		"1"
				repeating=		"12"

				directional=		"true"
				fireEffect=			"&efMediumCannonFlash;"
				hitEffect=			"&efFragmentationExplosion;"
				sound=				"&snRecoillessCannon;"


				>

			<Effect>
				<MoltenBolt
						width=				"5"
						length=				"20"
						growth=				"3"
						primaryColor=		"0xea, 0xed, 0xae"
						secondaryColor=		"0xc0, 0xc2, 0x85"
						/>
			</Effect>
			<Fragment 
					count=			"1"
					type=			"beam"
					lifetime=		"60"
					damage=			"laser:1d10"
					multitarget=		"true"
					beamType=		"blaster"
					sound=			"&snLaserCannon;"
					>
			</Fragment>
		</Weapon>

	</ItemType>
in 0.99c and 1.0 RC1. In 0.99c that single fragment aims at the nearest enemy. In 1.0 RC1 the fragments have random direction just as if the multitarget="true" weren't there at all.
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