Quanta Cost Issue/full. armor piercing issue?
Hello all, i have lurked these forums for quite some time and decided after the release of the two new units to mention an issue i have observed while testing my personal mod.
First off, Ashes of the Singularity is a great RTS and i like it as i have a played similar games like Supreme Commander or Total Annihilation. I have modded this game since i bought it as i like to mod games in order to suit my personal taste and after hearing that the game has ship classifications like "Frigates", "Cruisers" or "Dreadnoughts" i had really high expactations of it as a futuristic RTS as i like (war)ships in general, so there we go . I have also a background in programming so i guess i can at least somewhat provide some useful info what the problem here could probably be.
My Mod changes both sides to be more equal without losing their characteristical destinctivness.
So much to my mod. Now onto the issues i have observed.
The Eye of Darkness should have, judging by its explanation full armor piercing and with full i understand 100% armor piercing. As i played the game along i noticed at the beginning that the unit behaved as modded means it could as easily destroy the Leonidas as the Leonidas could destroy it, so it was even after all the changes i have made to both units quite equal. However after i have put in some more time and a lot of quanta into my upgrades (i upgrade both damage and armor equally so to say if i have 10 upgrades in damage i have the same in armor for the units) i have noticed that the damage scaling does not keep up with the armor scaling of the phc ai i play against, means the eod needs longer, way longer to kill the Leonidas while it remained the same for the Leonidas which is quite strange behaviour as the eod has around lvl +40 and a lot more quanta upgrades then the phc Leonidas. In short this should not have happened.
As far as i understand the modding in this game it is so that the weaponmoduletemplates.csv contains all the weapons in this game and under it are certain columns like "UpdateFuntion" which contain a function in which i assume are weapon behaviours stored like for example whether the weapon should have the possibility to pierce armor or have splash damage, while "Impact type" and "Weapon type" which govern how the weapon is depicted ingame and how it fires are directly moddable the update functions are not which leads me to believe that the eyeweaponupdate has either "a full armor piercing" issue (as posted in the sub-title) that it does not correctly apply this on higher levels of quanta upgrades or that the quanta upgrades do not correctly apply to the eye weapon of the eye of darkness.
Of course currently we do talk about an opt-in which is basically a Beta in which strange behaviour is to be expected especially considering that the unit i talk about is a new unit ingame which of course certainly will have a bug here or there but it is quite depressing seeing a unit that is so strong in regular not scale well into very lategame where it actually becomes the mainstay of defense against heavy juggernaught focus from the phc.
If needs be i have a savegame including the mod to provide for someone to watch over it and see what i mean.
Thanks for reading it through but this "issue" really bugs me especially considering that it is the counterpart to the phc Leonidas, which is the only unit that can go directly toe to toe with it in a straight up fight.
Edit: By the way my mod does not change the "gist of the units" i talk about so much that they are not anymore comparable to the normal Iteration of the game, they are actually pretty much the same (with some small changes in) like in the original game so that this bug may as well show there if the people play long enough and with enough quanta to notice the issue(s) .