For my WIP Babylon 5 mod I wanted a bigger emphasis on weapon hit and miss chance. Unfortunately I seem to have hit a a roadblock; from my early testings it seems that the game converts a hit chance lower than 1 (=100%) simply into a damage penalty.
Now it can be that I am just insanely lucky and basically all weapon fire by a stroke of insane fortune hits the targets every time whenever I'm watching, but I very much doubt that. As it stands when one of my modded ships fire a main beam weapon for say 1500 damage at an unshielded target (0% migitation), and that weapon has only a 30% chance to hit, every shot fired seems to hit but only for roughly 400 damage.
Now my question is, is there any known workaround to actually allow weapons to truly miss (or perhaps it is tied to a certain value I'm unaware of, say below a 70% chance to hit the game starts reducing damage instead of actually missing?). I would love to see dynamic battles where the entire enemy fleet can be destroyed in seconds by a twist of fate as every enemy weapon hits its mark, or turn out to be virtually untouchable because the enemy weapons keep missing.
Then something else someone may be able to help me with; I am trying to adapt the Meteor Strike vs Planets attack to be fireable from a capital ship. In itself I managed to do this, but when the meteor fires from the ship it hits the planet on a random spot, often flying through the planet and hitting it on the other side. Obviously this looks silly, and I tried everything to fix it. Even when the only thing I change is the Raze Planet projectileTravelEffectName to projectileTravelEffectName "Ability_MeteorStrikePlanetTravel" the meteors still strike the planet randomly. So I figured the randomness must be in that Ability_MeteorStrikePlanetTravel.particle file, but I have great difficulty figuring out what exactly in that file determines where the meteors land. Any pointers to this would be greatly appreciated.