Thunderbird980 wrote:I was playing around with a system repair bomb,too. Note that you can heal more than it's damaged. (if you use it on your full system and heal 3, it will now take 3 damage without any effect). Sadly there is no way to change that as its hardcoded.
Hrm. I know hull repair at least works properly and won't overheal. I'll lower the system repair down to 2 instead of 8, so even when it overheals, it hopefully won't be too noticeable. I suppose they put an overheal block into the game since weapons already existed to heal crew and repair your ship's hull, but never had a need to do so for system repair or ion damage repair [and I still haven't actually tried it on ion repair, shouldn't be hard since the second crystal ship starts with a stealth system]
thashepherd wrote:Thunderbird980 wrote:I was playing around with a system repair bomb,too. Note that you can heal more than it's damaged. (if you use it on your full system and heal 3, it will now take 3 damage without any effect). Sadly there is no way to change that as its hardcoded.
That sucks, wouldn't have expected that - why would the behavior be different for sysDamage be different from persDamage or damage? Have you tested a negative damage, fireChance, breachChance, or power? Any idea what <locked>1</locked> means?
Sorry - I haven't had a chance to play around with bombs much

I have played around with a weapon requiring 0 power and the results are quite odd: If you have ONLY a weapon or weapons with 0 power req, none of them will work. They constantly and repeatedly show a firing animation, but with nothing happening and they don't charge even though they appear powered. However, if you have any 0 req weapons and at least one weapon that does require power, they work normally and simply don't require extra power to run.
I imagine it's because there's absolutely no power going into weapons with only 0 req ones up, and the game just kind of freaks out because weapons are trying to work with no power going into the weapons system.
I'll have to toy around with more negative values

Also, no, I've never figured out what the <locked>1</locked> means.
thashepherd wrote:Ruko wrote:My Lance beam isn't working as I thought it did, I didn't notice because I never tested it on anything with more than one shield [just lightly tested in first sector]
The first room it hits, instead of dealing 1 ion damage to shield, deals as much ion damage as is possible to the shield, completely disabling it. 1 shield = 1 ion damage; 2 shields = 3 ion damage; 4 shields = 7 ion damage] and with 7 ion damage to the shields, they're disabled for a considerable amount of time despite this only happening to ships with the best of shielding.
I'm not entirely sure what to do about this since I can't directly change the game's mechanics

The laser still doesn't affect the system that's actually within the first room it would make contact with, just completely disables the shield system and then ionizes the next room or two.
Does non-ion damage behave the same way? I remember one of my lasers (beam, sp 1, 2 damage/room) behaved interestingly. Seemed like it skipped one shield, and the rest took off one damage so that it then did 1/room. I think I remember the first room taking more damage than the others - maybe something similar is occurring.
I considered making a pure sysdamage weapon, since I hadn't done that at all. And the doing extra Ion damage to the first room only applies if there's more than one shield. I would assume because of the effect on ion weapons when they first make contact with the shield and apply it to the shield room instead of target room.
But again, if the ship is shielded, even though it completely disables the shield on first room, the actual room I was aiming for under the shield takes no damage.
I was supposed to work on this today [my day off] but I'm probably going to be too busy taking care of life instead

Sorry to leave you folks hanging