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[default-only] KISS hard targeting #2665
[default-only] KISS hard targeting #2665
Commits on Mar 26, 2020
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Fighters attack ships and fighters.
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Interceptors attack enemy fighters only.
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Fighter tech increases capacity and launch rate of interceptor fighte…
…rs instead of damage
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Mass drivers, Lasers, Plasmas, Death Rays, and Spinal antimatter cann…
…on attack ships and planets (no fighters)
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Buffing fighters as they are no smokescreen against ship weapons
Making launch bay and hangars cheaper and slightly less effective (but more cost efficient). Bombers get a +3 damage bonus per tech level. Ignoring targeting Fighters have a comparable power level to Bombers. Each tech gives a +2 damage bonus. Interceptors on basic tech have 3 vessels like Fighters but can launch 50% faster. Each tech gives one extra vessel and launch capacity. Post https://www.freeorion.org/forum/viewtopic.php?f=6&t=11352&p=98557#p98557
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Adjust AI Dependencies with KISS targeting balance adjustments
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[wtf][todo] document found bugs
* FIXME WTF Target.DesignId is accepted but returns zero while Target.DesignID does the right thing * TODO also test/document (PartOfClassInShipDesign class = FighterWeapon design = Target.DesignID) * also differences in meter handling would be good to document
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Fix multi-part launch rate and SHP_FIGHTERS_*_DESC
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Only use bay launch tech upgrades if current hangar part is known
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Use truthyness in condition checks mostly to make lint/Travis happy
..also for readability of course..
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Rebalance pilot trait for fighters
* Interceptors are not affected by pilot trait * Fighters, Bombers and Heavy Bombers get the same pilot bonus per fighter i.e. Fighter damage is affected by pilot bonus 50% more than Bombers ** Uniform simple layout: Bad/Avrg/Good/Great/Ultimate -1/+0/+1/+2/+3
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Update AI and stringtables to fighter balancing
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Make Heavy Bombers target planets and ships
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Heavy bomber hangar costs 25PP
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