Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Squadron disband damage is not applied correctly #587

Closed
neoancient opened this issue Aug 7, 2017 · 6 comments

Comments

@neoancient
Copy link
Member

commented Aug 7, 2017

Fighters that are destroyed while they are part of squadrons do not have any damage applied. Those that survive have capital scale damage applied as standard scale regardless of whether the aero sanity option is in use. While this does not affect the game in MegaMek, it does affect post-battle resolution in MekHQ and any exported entity list file.

@neoancient neoancient self-assigned this Aug 7, 2017
@neoancient neoancient added the Bug label Aug 7, 2017
neoancient added a commit that referenced this issue Aug 7, 2017
Per StratOps, fighters that have been destroyed by exceeding the fatal
threshold reduce SI by half rather than reducing to zero.

Issue #587: Squadron disband damage is not applied correctly
@neoancient neoancient closed this in 3bf5b36 Aug 7, 2017
@mkerensky

This comment has been minimized.

Copy link
Collaborator

commented Feb 21, 2019

This needs to be reopened for version 0.45.4. I'll take care of it.

@sixlettervariables

This comment has been minimized.

Copy link
Member

commented Feb 21, 2019

@mkerensky in MM or MHQ?

@mkerensky

This comment has been minimized.

Copy link
Collaborator

commented Feb 21, 2019

This is in MM. Aero.doDisbandDamage() is where the issue is.

@HammerGS

This comment has been minimized.

Copy link
Member

commented Feb 21, 2019

Per mkerensky's request.

@mkerensky

This comment has been minimized.

Copy link
Collaborator

commented Feb 21, 2019

I fixed the issues in doDisbandDamage(). The check for Aero Sanity was incorrectly multiplying the disband damage by 10 with AS on - it only needs to do this when the AS option is off.
Also, the actual damage application process was inflicting the total damage for each hit, when it should have been breaking the total damage into 5 point clusters in inflicting one of those for each hit.

Now there's still a problem where the armor after disband damage is being reconverted into Capital Scale as MHQ does battle resolution, so you have to replace ~90% of your armor at standard scale after every battle. Not sure yet whether that's an MM or MHQ problem.

@sixlettervariables

This comment has been minimized.

Copy link
Member

commented Mar 3, 2019

Fixed in #1273.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
4 participants
You can’t perform that action at this time.