View Full Version : Making 90 ton fighters causes Range Check Error in combat...
Trancejeremy
March 22nd, 2001, 11:38 AM
I can't really call this a bug, since the game isn't made for 90 ton fighters, but nonetheless, I thought I'd mention it.
I don't get it - I had played 2 entire games with 90 ton fighters, then I tried a small galaxy, high tech game, and boom, the range error crops up with the computer designed fighters.
Firing the weapsons on a ship seems to cause the problem. They can fire on other fighters, but when they (at least a stack of 7) fires on ships a second time, boom, the range check error happens.
As I said, if it's all fighters, it doesn't seem to happen. I tried a combat with 50 fighters per side (and 8 sides)
Trancejeremy
March 22nd, 2001, 11:44 AM
Hmmm, upon further review, it seems to only happen with shard cannons. I tried fightes armed to the teeth with oragnic weapons, and no problem.
Weird.
I guess the skipping armor quality could be causing it.
Suicide Junkie
March 22nd, 2001, 05:44 PM
Perhaps its trying to destroy specific components on any ship over X Kt (say 50). Since the fighters don't keep track of their individual components, you would get a range check error. (Trying to kill component #5, when theres only one component(entire ship))
I suspect that this would also occur for null-space, engine-disruptors, shield-destroyers (not depleters), and weapon-destroyers.
I suggest making abnormal damage-type weapons not target fighters.
OK damage types:
- shield depletion
- 4x to shields
- shield-skipping
- normal
rdouglass
March 22nd, 2001, 07:06 PM
Are your fighters loaded up from a "saved empire"?? It sounds like it may be - you mentioned it does not happen when you use organic. Are you both organic and crystal tech in your game?? I know this happens to me when I load a saved empire and I try to even look at a Weapons Platform, Fighter or Sat that has tech I cant research (or have not yet researched). If this is the case, try recreating your Fighter designs from scratch each game...
Trancejeremy
March 23rd, 2001, 02:58 AM
Upon further experimentation, it seems to happen when there is too many Shard III Cannons in a stack.
I went back to the completely original files, and made a regular large fighter (25 tons) with 3 shard cannons.
I didn't have any problems, until I made a stack of 30 of them.
Sure enough, I get the range check error again.
But it's very very rare to have that many shard cannons in one fighter stack in a normal game. It's a lot easier with my large fighter mod...
Trancejeremy
March 23rd, 2001, 03:01 AM
I never use saved empires, because it's a nightmare to navigate through the old designs. So that's not it.
And it's only when fighters target a ship, not the other way around. So I'm not sure what the trouble is. It's very weird.
I think I'll end up just altering the data file and getting rid of 'skips armor' for the shard cannons, and seeing if that does it....
Trancejeremy
March 23rd, 2001, 03:46 AM
Yup, when I change the damage type of the small shard cannon to 'normal' from 'skip armor' I no longer get the range error.
Instar
March 23rd, 2001, 04:06 AM
Send it all to MM - saved games, mods, empire files
They will fix it!
Lord Felix
March 23rd, 2001, 05:35 AM
I had exactly the same problem with big stacks of Null Space III weapons, as someone speculated about in this thread. It has nothing to do with the extra-big fighters per se. Some weapons are just SO good, the game freaks out when you fire them in big volleys.
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