Marza`s Missile Barrage is completly broken because of it`s bufftype error.

Bug Bug Bug

I notice this since I start modding ver1.02 and It didn`t fixed all this way so I finally post this to give you notice and solution about this bug.

At now (ver 1.04) Marza`s missile barrage skill is completely broken since Sins released.

It fire missile effect very well but did no damage at all (or sometime do very minor damage (around 150) at the end of volley) instead of total 3000 damage.

I don`t know what this lines do exactly but changing this 2 lines in BuffMissileBarrageHit.entity will fix this problem.

onReapplyDuplicateType "ReplaceWithNewBuff"  -> "StackNewBuff"

buffExclusivityForAIType "ExclusiveForAllPlayers" -> "NotExclusive"

 

-And also some minor bugs (?)-

Every passive persistence effect like Concentrate Aura and phasegate`s phase effect didn`t show up when you load saved game. (This can be fixed by changing instantaction to periodicaction(infinite) in lines that play buff effect) 

Ships engine effect appear when they going to die. (looks weird to me)

Phase battleship captital need 200 crystal instead 250 to build unlike other capitalships. 

Psi Planet psionic captital have 2 unusable weapon-1(laser) points (they points look forward but weapon itself have no forward damage)

Psi Colony captital`s plasma weapon have 1 forward damage (any use?)

Advent`s illusion Illuminator count as LRF (so at the endgame their build count go minus because bunch of dead clones...this may also happens in illusion fighter)

I hope this post should help find and fix those problems  ;) 

17,790 views 7 replies
Reply #1 Top
I've definitely noticed the Marza missile effect doing no damager to target.
Reply #2 Top
Yes and that is level 6 ultimate ability that do nothing!! This should be fixed officially right now.
Reply #3 Top
What about the attack range on the missile barrage ability? I haven't played Sins in quite a while, but I recall that Marza's loved to sit just outside of that ability's effective range and never turn it on because the ability's range is less than the actual planet bombardment weapon range. I'd have to move the Marza closer to the planet to get auto-casting working. It might be wise to increase the radius for the missile barrage ability to match with the range for a regular generic planet bomb/missile.
Reply #4 Top

I don`t know what this lines do exactly but changing this 2 lines in BuffMissileBarrageHit.entity will fix this problem.

onReapplyDuplicateType "ReplaceWithNewBuff"  -> "StackNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers" -> "NotExclusive"
End of quote


The first one means you can have multiple copies of the same buff on a target, rather than a second one replacing the first, meaning you always only have one copy active. Not sure what the exclusivity does.

If I had to hazard a guess, I'd say the missile hit buff isn't applying the damage before the next missile salvo applies its buff. The pause between missile salvos is pretty short, 1.5 seconds, so it's likely that the buff keeps getting replaced over and over until the barrage finishes, which keeps the last hit buff around and allows it to apply the missile damage.
Reply #5 Top
@ZJBDragon
Missile barrage is not a anti-planetary ability and it also need no targets for activate. Every weapons and abilities have there own effective ranges that didn`t related each other.

@Mongoose22
Well I actually know what onReapplyDuplicateType do but thanks anyway  ;) 
What I don`t know is buffExclusivityForAIType and at this point nobody know what this line do expect DEV.
Reply #6 Top
As I'm reading the second line, I'd guess that it means that if set to "Exclusive" only players could use the ability and the AI would not attempt to activate it. Probably horribly wrong, but there's my shot in the dark.
Reply #7 Top
Nice find Bailknight, I haven't noticed any of that stuff :LOL:.

I have a bug to add:

Planet upgrades aren't applied in the same order as they are bought. If I have a lot of resources i usually upgrade planets in the following order: 2 civic, all healths, rest of civics, and all tacticals. Upgrades are applied in order all civics, all healths, all tacticals.