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So I've built a "target baitor" ship. It has four muskets around its body (marked with rondels, the lower left one is already missing in the screenshot). In this test, I descended into the fire arc of the fortress-gun at very close range. And voila: The lower left rondel (already missing) was always targeted by the cannon. The explanation seems to be that this was the first to enter the fire arc of the gun. And the gun kept shooting at it until it was destroyed (which left my rocket bay at the nose unharmed). Once it was destroyed, the gun switched to a new target, but I've not really noticed a pattern yet. Sometimes it was the lower right bait-musket, sometimes the propulsion, sometimes the lift. I've also tried different types of armor, and it didn't seem to make any difference. So you can armor your baitor-spots in order to make them survive longer.
Next I will see what happens when two enemy guns are active. (Surprisingly, the enemy rilfe in the top row of the fortress clearly changed its target from time to time).
The screenshot also shows the target of my rocket bay. As my ship descended, the rear part of the fortress came into my fire arc first.
Another thing which seems to be quite clear to me by now is that ascending/descending is not considered when weapons lead their targets - only lateral movement.
PS:Here is a list of modules I placed at the edge to see whether they're targeted:
YES: weapon modules, coal storage, prpulsion modules (tested a propeller),
NO: all structural modules (didn't even test them), all shapes & deco modules (didn't test these either), supply hatches,
YES: weapon modules, coal storage, prpulsion modules (tested a propeller),
NO: all structural modules (didn't even test them), all shapes & deco modules (didn't test these either), supply hatches, [/quote]
They also target command modules such as cockpits and bridges, as do accuracy improvement modules. I say this mainly from my observations while pitting my designs against each other and while on Conquest mode.
And bisecting a unit so that the top half falls into the bottom half tends to result in breaking the bottom into two unless the keels are on top and can support such a mass on it... or the structures being crushed by the falling structure survives from the stress put unto them.
Hey, yes. I haven't finished the list yet. Also, I was wrong with supply hatches. They do seem to be targeted. I think it's plausible to assume that it works on a module-class basis anyway. Also, I've seen some re-targeting when I increased the distance. I will report back if I think I can see some pattern. I'm pretty sure it has to do with the "optimum range" entry. For example: the cannon has an optimum range of 400 pixels. The enemy cannon's target switched from my 1 tile "bait" module to a bigger module if the range was increased to what must have been 400 pixels. When I increased the cannon's optimum range to 4000, the enemy gun kept firing at my small bait module even at longer distances. I still need to do more experiments...Increasing the size of the bait module didn't make the cannon's target stick to it at longer ranges.
Hm ramming and falling, or more generally speaking collision damge, is still one of the biggest riddles to me. From what you say I get it that only the exterior/in-contact modules get damaged, which is certainly also true when you ram ships. The question is how much a falling or ramming object can preserve its speed and ram into consecutive tiles. And also if all modules suffer an equal amount of falling damage or if damage is spread out the greater the area of contact? The "breaking in two" could simply be a result of the adjacency maluses kicking in when a whole row of modules gets destroyed? But that's all wild speculation. As always :)
However, I used my comprehensive Python knowledge (lol) to quickly calculate some distances that might be interesting:
Let's assume that the aim of a weapon is always centered on one tile of the targeted module. If that's true, the deviation of a shot must not exceed 8 pixels (1/2) in either direction in order to hit that tile (assuming the target stays stationary and does not wobble around in the air). Now here are the distances at which the projectiles' deviation cannot exceed 8 pixels, taking into account the weapon's inaccuracy:
As randomness plays a big role, you need to know that these values are based on a rather accurate shot (picked the random gaussian number +/-0.5). For an inaccurate shot (e.g. gaussian number = 1), you'd need to half all distances accordingly.
Ordered from least to most accurate:
The open questions I'd be most interested in:
1) If a module makes contact/rams two enemy modules, does it apply its full ramming damage to both modules, does one module suffer all the damage or does the damage get split up on both modules?
2) Is "hardness" the ramming damage multiplier? If not, what does it do (suspicion: shock absorption/speed reduction modifier when it gets destroyed in a ramming action?). Is "isRam" the ramming damage multiplier? Or is it tech-related and obsolete (like "isGun" entries).
3) I'm at a total loss when it comes to ships getting stuck on each other. It seems that the slightest point of contact glues two ships together forever. Maybe I'm missing something. An explanation of how ships behave when they overlap would be highly, highly appreciated. I can't seem to dis-entangle ships at all, which turns dedicated ramming ships into a non-option.
4) When it comes to ramming, I'm also uncertain how all the odd shapes and decorations are handled. Is ramming calculated using the 16x16 px module boxes, or the actual shapes (ignoring transparent pixels in the spritesheet...)? And if a module gets destroyed, how much speed does it take away from the ramming ship? If you have enough speed, can you push "deeper" into the enemy ship and destroy multiple modules?
5) Manoeuvre: If you give a movement order that involves both x and y movement, is there a way to predict whether a ship will move diagonally or in an L shape?
EDIT: Why have I found this only now?
https://www.moddb.com/mods/the-module-kit/tutorials/acts-module-string-reference-guide