Phobos-developers / Phobos

Ares-compatible C&C Red Alert 2: Yuri's Revenge engine extension
GNU Lesser General Public License v3.0
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[Vanilla Bug] Phobos does not respect RadLevelMax for multiple hits coming from different but identical units. #381

Open maistral opened 2 years ago

maistral commented 2 years ago

Description:

Title. Basically, if you create something like a desolator airstrike from two or more planes using the carpet-bombing mechanic, the game does not recognize RadLevelMax properly (ie. it kills the vehicles in the radiation field too rapidly).

Conditions:

None.

Steps To Reproduce:

  1. Create a desolator airstrike bomber, with bombs dropped in a carpet-bombing style. Assign a radiation value, (I used RadLevel = 300).
  2. Call them via an Ares SpyPlane superweapon (two or three should do)
  3. Watch your tanks get melted even faster than usual.

Expected Behaviour:

As per Ares/Vanilla YR, the airstrike should not kill the tanks too rapidly (as the RadLevel is just 500 at most, as per [Radiation] vanilla YR section)

Actual Behaviour:

The tanks get melted obscenely via radiation in two to three seconds. I'm guessing that it has been changed such that the 500 limit only applies for each unit, not globally. I need to do more testing. I also do not know if this phenomena happens to VehicleTypes.

Otamaa commented 2 years ago

Vanilla is only able to recognize single RadSite , phobos replace this function so the game able to differentiate multiple different RadSite(s) , so this is expected behaviour , since game now able to mix multiple RadSite from different source that individually dealing damage

and for RadLevel limit , is only applied Per Single Instance of RadSite , not all of them so , if multiple RadSite got mixed/newly created , they wont go beyond their individual limit

try tune down the verses of the warhead to rebalance such behaviour

maistral commented 2 years ago

Vanilla is only able to recognize single RadSite , phobos replace this function so the game able to differentiate multiple different RadSite(s) , so this is expected behaviour , since game now able to mix multiple RadSite from different source that individually dealing damage

and for RadLevel limit , is only applied Per Single Instance of RadSite , not all of them so , if multiple RadSite got mixed/newly created , they wont go beyond their individual limit

try tune down the verses of the warhead to rebalance such behaviour

Understood. But is there no chance that this can be implemented (ie. Vanilla method of RadSite)?

Otamaa commented 2 years ago

Understood. But is there no chance that this can be implemented (ie. Vanilla method of RadSite)?

will take a look when i got some free time , it seems that reducing verses still causing this high damage issue , which bad for Balance reason

thanks for the feedback