View Issue Details

IDProjectCategoryLast Update
0002801AI War 1 / ClassicBug - OtherNov 18, 2012 7:10 pm
ReporterTechSY730 Assigned Tokeith.lamothe  
Severityminor 
Status resolvedResolutionfixed 
Product Version5.000 
Fixed in Version6.007 
Summary0002801: Friendly Nienzul enclaves not spawning
DescriptionDespite the mention of friendly Nienzul enclaves in the release notes, and no mention of their removal, I have seen 3 players (myself being one of them) confirming their noticeable lack of spawning.

Either the friendly enclave spawning logic is bugged, or they were removed and that fact never got mentioned in the release notes.
TagsNo tags attached.
Internal WeightNew

Activities

Draco Cretel

Feb 13, 2011 9:51 pm

reporter   ~0010333

I have to agree, in my 24+ hour game I have not seen them in the least.

TechSY730

Feb 13, 2011 9:56 pm

reporter   ~0010336

Now 4 separate players confirming this as of this post. (No, I'm not going to keep a running track every-time someone else posts to agree)

TechSY730

Feb 13, 2011 9:57 pm

reporter   ~0010337

Also, what about "hostile to all" enclaves? I have seen them, but they seem pretty rare. But then again, maybe they are spawning and dieing on distant planets where we never see them, but they still are fighting, so its hard to tell.

RogueThunder

Feb 14, 2011 4:12 pm

reporter   ~0010357

Hmmm. In the several 6hr games Ive had in the last weekend. I didnt see any either...

Varone

Feb 14, 2011 5:27 pm

reporter   ~0010360

Can confirm in 20hours there has been no friendly enclaves. Hostile ones are fine though.

vinco

Feb 14, 2011 7:08 pm

reporter   ~0010361

Last edited: Feb 21, 2011 9:25 pm

I've not seen one in a 25h game. I have previously seen some neutrals.

chemical_art

Feb 17, 2011 2:37 pm

reporter   ~0010431

Last edited: Feb 17, 2011 2:38 pm

Haven't seen one in a 10 hour game. I do remember vaguely one that killed everything,. It was moving from a bordering AI planet to try to attack my own.

AdmTolwin

Feb 18, 2011 7:42 pm

reporter   ~0010471

Yep, i also haven't seen one of this friendly guys long time ago.

TechSY730

Feb 18, 2011 7:48 pm

reporter   ~0010473

Okay, people can stop confirming. With this many (lack of) observations over such long games over so many players, the evidence is quite strong that there is something wrong.

This bug makes the enclaves an almost entirely AI beneficial minor faction, even though it was never intended to be.

Chris_McElligottPark

Mar 23, 2011 11:10 pm

administrator   ~0011413

This is one for Keith, I've never touched the enclaves.

keith.lamothe

Mar 24, 2011 10:09 am

administrator   ~0011425

Actually, it's working as designed right now (assuming the tooltips aren't telling you to expect friendly enclaves, I thought I fixed those). I intentionally removed logic allowing friendly enclaves to spawn some months ago because it was impossible to get their behavior to a point where people would stop complaining about them stupidly suiciding, etc.

Hopefully we'll be able to find some decent logic for allied minor factions in general, and when that happens I can try to add these back in.

Sunshine

Mar 24, 2011 1:02 pm

reporter   ~0011432

Can you set the friendly Enclaves to function under the current Minor Faction patrol logic while they have a full load? Add in some bits that say "if not a full load of ships, retreat to nearest friendly world," and then add in some other bits that say "if enemy on planet and load greater than x ships, release ships"

TechSY730

Mar 24, 2011 9:58 pm

reporter   ~0011443

Keith, as you said you would bring this back later, I'm going to go ahead and mark this issue as suspended. Feel free to change it back if that would mess if your bookkeeping.

Faulty Logic

Aug 4, 2012 10:31 pm

reporter   ~0027376

As a bandaid until the logic is implemented, could you have them be directly controlled? They would be like extremely small hive golems.

Chris_McElligottPark

Aug 7, 2012 10:29 am

administrator   ~0027430

Actually, I agree that that would be a pretty cool thing as part of AI War 6.0 if there is time. As a general rule, people are almost NEVER happy with AI allies in any game. However, with the friendly enclaves, the way to handle that could be with them showing up as essentially "free reinforcements" for the human player, which is a cool and somewhat randomized bonus.

Hearteater

Aug 7, 2012 11:29 am

reporter   ~0027431

I don't think I've ever been upset by the Human Rebel Fighter ally AI. It hasn't always worked out perfect for me, but I'm always happy to see them, even if they do sometimes throw their lives away for a situation I have under control.

Chris_McElligottPark

Aug 7, 2012 11:41 am

administrator   ~0027432

That makes one person. ;)

In seriousness, quite a few people were not bothered by it. However, there was also an ongoing flood of complaints about it from people who were expecting a human standin, essentially.

Faulty Logic

Aug 7, 2012 6:33 pm

reporter   ~0027443

I actually adore the HRF AI. Of course, I have been biased in favor of the resistance ever since they saved me during my first 7/7 game.
The important part of the AI, that directs when they appear, is great. The other stuff the resistance does is just gravy.

But, seriously, in the interim before the logic is developed, as a temporary solution, could you make them directly controlled? I ask this under the (perhaps naive) assumption that it would not take a lot of effort to do. (And if this is wrong, ignoring this request to work on other features would be fine by me)

keith.lamothe

Nov 18, 2012 6:21 pm

administrator   ~0029002

These are coming back in 6.007 :)

TechSY730

Nov 18, 2012 7:10 pm

reporter   ~0029003

YES!!!!!

Issue History

Date Modified Username Field Change
Feb 13, 2011 9:20 pm TechSY730 New Issue
Feb 13, 2011 9:51 pm Draco Cretel Note Added: 0010333
Feb 13, 2011 9:56 pm TechSY730 Note Added: 0010336
Feb 13, 2011 9:57 pm TechSY730 Note Added: 0010337
Feb 14, 2011 4:12 pm RogueThunder Note Added: 0010357
Feb 14, 2011 5:27 pm Varone Note Added: 0010360
Feb 14, 2011 7:08 pm vinco Note Added: 0010361
Feb 17, 2011 2:37 pm chemical_art Note Added: 0010431
Feb 17, 2011 2:38 pm chemical_art Note Edited: 0010431
Feb 18, 2011 7:42 pm AdmTolwin Note Added: 0010471
Feb 18, 2011 7:48 pm TechSY730 Note Added: 0010473
Feb 21, 2011 9:25 pm vinco Note Edited: 0010361
Mar 23, 2011 11:10 pm Chris_McElligottPark Note Added: 0011413
Mar 23, 2011 11:10 pm Chris_McElligottPark Assigned To => keith.lamothe
Mar 23, 2011 11:10 pm Chris_McElligottPark Status new => acknowledged
Mar 24, 2011 10:09 am keith.lamothe Note Added: 0011425
Mar 24, 2011 1:02 pm Sunshine Note Added: 0011432
Mar 24, 2011 9:58 pm TechSY730 Note Added: 0011443
Mar 24, 2011 9:58 pm TechSY730 Resolution open => suspended
Aug 4, 2012 10:31 pm Faulty Logic Note Added: 0027376
Aug 7, 2012 10:29 am Chris_McElligottPark Note Added: 0027430
Aug 7, 2012 11:29 am Hearteater Note Added: 0027431
Aug 7, 2012 11:41 am Chris_McElligottPark Note Added: 0027432
Aug 7, 2012 6:33 pm Faulty Logic Note Added: 0027443
Nov 18, 2012 6:21 pm keith.lamothe Internal Weight => New
Nov 18, 2012 6:21 pm keith.lamothe Note Added: 0029002
Nov 18, 2012 6:21 pm keith.lamothe Status acknowledged => resolved
Nov 18, 2012 6:21 pm keith.lamothe Fixed in Version => 6.007
Nov 18, 2012 6:21 pm keith.lamothe Resolution suspended => fixed
Nov 18, 2012 7:10 pm TechSY730 Note Added: 0029003