Firing Weapons is a Priority

Capital ships not using all their weapons is a major weakness of the combat engine. They do not consider targeting sometimes when performing other actions (such as moving, or even during attacking a target manually). Pressing "stop" or clicking to attack a target causes a volley to be fired, showing that certain weapons have been randomly idle but could have been firing. The autocannon is probablly the most reliable weapon to autotarget, but it should focus on a manually selected target like all the others (you just can't control it!). When not manually attacking, all weapons should prioritize and focus on threats. Targeting should be updated with each "tick" (when the resource amounts update, about twice per second) to keep weapons "hot".
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Reply #1 Top
Sounds like one of the bugs that was fixed in the July 11th or 12th patch. Are you up to date? If you are, can you send a save game and description of this problem happening as we haven't seen it since mid July.
Reply #2 Top
This is the same bug I was reporting in my other thread:

https://forums.sinsofasolarempire.com/?forumid=402&aid=158596#1265494
Reply #3 Top
I have the latest version, but what I am experiencing is very similar to his issue. I don't think there's a specific circumstance I can provide, but it seems to be a general problem. You could probably see similar results if you look closely:

(1) Surround an enemy structure with cap ships, then tell them to attack it. If you leave it alone, you will notice weapons (usually the autocannon) firing at other random targets. They will shoot slowly.

(2) Try it again but click to attack the structure every few seconds. You will notice an increase in damage and perhaps even rate of fire.

(3) Move ships past an enemy structure, making sure they don't stop for any reason (like things in the way or abilities used). Generally, they will not lock on to it or attack it until something interrupts their movement. Obviously, if I pass a structure with nothing else around, I expect at least one weapon to fire on it.

(4) Ships will "remember" to use abilities if you press the "stop" button, after blindly attacking for awhile. I had thought the abilities and weapons did not interfere with each other, but the Dunov shield restore causes it to stop firing and moving in most cases.

(5) Bombers autotarget other strike craft (which they can't hit) when there are other valid targets around. They just keep circling around each other.
Reply #4 Top
(5) Bombers autotarget other strike craft (which they can't hit) when there are other valid targets around. They just keep circling around each other.


Yeah, i've seen this. Kinda annoying, but are you sure bombers can't hit other fighters in a last-ditch situation?
Reply #5 Top
(5) Bombers autotarget other strike craft (which they can't hit) when there are other valid targets around. They just keep circling around each other.


Yeah, i've seen this. Kinda annoying, but are you sure bombers can't hit other fighters in a last-ditch situation?


Hmm ,I always thought bombers could engage fighters as a last ditch.
Reply #6 Top
Hmm ,I always thought bombers could engage fighters as a last ditch.


Seeing as how fighters can engage cap-ships when not otherwise engaged, it seems fair to me
Reply #7 Top
Fighters would be too maneuverable and fast for bomber rockets to hit.

Besides that, fighters don't attack enemy ships nearly as well as bombers.
Reply #8 Top


Besides that, fighters don't attack enemy ships nearly as well as bombers.


True, and the reverse should also be true -- that while bombers can engage fighters, they really suck at it and require huge numerical superiority.
Reply #9 Top
(5) Bombers autotarget other strike craft (which they can't hit) when there are other valid targets around. They just keep circling around each other.

This was definately a bug and was fixed yesterday. We are still trying to confirm the other issues but they can't elude us forever buhahaha!

Reply #10 Top


(5) Bombers autotarget other strike craft (which they can't hit) when there are other valid targets around. They just keep circling around each other.

This was definately a bug and was fixed yesterday. We are still trying to confirm the other issues but they can't elude us forever buhahaha!




I think that means we need a patch, say... tomorrow?
Reply #11 Top



(5) Bombers autotarget other strike craft (which they can't hit) when there are other valid targets around. They just keep circling around each other.

This was definately a bug and was fixed yesterday. We are still trying to confirm the other issues but they can't elude us forever buhahaha!




I think that means we need a patch, say... tomorrow?


Today! now!
Reply #12 Top
I've been taking pages of notes on game mechanics, bugs, balance issues, and strategies (with a detailed eye). It's buried deep in a thread now, but I think I'm going to post all that stuff to my website and link to it; might get seen more easily by the people who need to see it. I really feel like a beta tester now lol. Wish I were a game designer though... I love seeing all the details.

Anyone suggest a free tool to create gameplay videos? It's easier to show bugs that way than explaining it. (I have fraps, but it won't do it for free). Or perhaps include a hotkey or option to do it? I think that would help your efforts! Dump the compressed frames to a file or something.
Reply #13 Top
BinaryAlgorithm, your methodology above was accurate, you have a good eye. We've confirmed there is a bug with the attacking and we know the cause. It will be fixed tommorow. If you post to the website I'll make sure someone checks it out though we generally only respond here. Ironclad uses fraps for its own videos. If you send us the replay we can view that as well (games are autorecorded already) - just be sure to give us the time the bug occurs and we'll fast forward to it.
Reply #14 Top
Yes I found the "RecordedGame" folder and it looks like it dumps the data for each session. I originally thought the recorded games were the tutorial files. I can only run it at 4x at the most; is there a hotkey to fast forward a certain amount? It still would take hours to get through it lol

This feature now allows me to share gameplay segments of a reasonable size Thanks for the tip.
Reply #15 Top
You are really good with doing frequent patches

I posted what I have so far in my Sins Beta Log. PM me if you confirm any bugs or want me to explain something further. My goal is to make it FAQ-style soon with sections, but I only have weekends to test the game and update it now (got a job recently ). Please keep me updated on critical issues that I can assist with; I tend to try to create ideas/solutions that fit with the existing game methodology. If I put enough work into it, maybe I'll get a sticky
Reply #16 Top

(4) Ships will "remember" to use abilities if you press the "stop" button, after blindly attacking for awhile. I had thought the abilities and weapons did not interfere with each other, but the Dunov shield restore causes it to stop firing and moving in most cases.


I have noticed the same thing when the Battleship Gauss Cannon fires.