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It appears that the game is using the Threatened Area slider to set the firing distance instead of the weapon range. I noticed this in my first battle using Nuclear Missiles, which have a range of 60, which is much larger than the range of the Threatened Area slider, even when set to max.
As a result, I need to get my ships much closer to the enemy ships than I would normally have to in order to launch their missiles. The enemy ships aren't affected by this and are happy to blast away at my ships from maximum range as I struggle to close the gap.
I noticed this bug started when I updated UCP from the old version I was using (I think it was 5.8). I did a fresh install of the game and the bug isn't happening in vanilla, and it's not being caused by the other two mods I'm using, which don't touch the tactical battle files at all.
I'd appreciate it if you could try to fix this for me. Thanks!
What platform (GOG, Steam, Wargamer) and OS version?
Just not seeing it. Tried a frigate that only has nuclear missiles against two pirates. Set the donut as close as it would go to my frigate. The missiles fired as soon as the target was in range, way before they entered that red donut. Tried both GOG Win and Steam Win same results. Both of these where with admiral AI turned on and autocast for the weapons.
After more testing the missiles are firing at the maximum range of the red donut, but not at the red range circle that appears when you hover your cursor over the missile icon.
It might just be a coincidence that they're firing at the maximum range of the red donut, but they definitely aren't firing when they should be.
With a pure missile frigate - I'm not seeing anything. Admiral AI, autocase, the red donut does not matter.
In 5.9 I introduces weapon range averaging for weapons, wondering if that is that is causing your issue.
Can you retest using a ship with only missile weapons ?
Ran combat, admiral AI turned on, autocast turned on, touched nothing. Missiles did not fire as expected - results you are seeing.
Removed code introduced in UCP 5.9 to adjust what I called "effective range" to be the average of all weapon ranges. Reran this same combat, missiles fired as soon as the enemy got into range.
Looks like to me that "effective range" is being used by the game's logic to find targets on the radar. That was not intended.
But since this was put in during 5.9 and we are on 6.1 you posted to the wrong forum thread, so I can not fix it – sorry.
Sometimes you can get them un-stuck by changing their travel path or having them guard for a turn. In other cases, though, I've had to scrap the ship because it becomes unusable.
This is on a very large map, late game, with lots of ships. I'm not sure if that makes a difference. Also, while it seems to be very pronounced on transport ships, I did have some of my other ships exhibit this behavior.
Stop your incoming fleets from joining onto a node and see if that resolves.
I will have to figure out how to put something for that back in cause otherwise you have the issue of different weapons ranges. If you take say a titan arm it with 500 phasors and 1 fighter bay using a mod that increases fighter range. Set it to sniper mode, the AI will goto into minimal range for that 1 fighter bay and just sit there. That is not what I would call an optimal engagement range. But, I will address that in 6.2.