View Issue Details

IDProjectCategoryLast Update
0002437AI War 1 / ClassicBug - OtherJan 15, 2011 4:30 pm
ReporterToll Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.066 
Fixed in Version4.067 
Summary0002437: Siege Starships still fire upon harvesters when they're covered by a harvester exo-shield.
DescriptionThe summary says it all, really. Even though Siege Starships fire antimatter bombs, and harvester exo-shields are immune to them, they still fire on the harvesters covered by it, doing no damage at all.
TagsNo tags attached.
Internal Weight

Activities

Chris_McElligottPark

Jan 14, 2011 3:11 pm

administrator   ~0008481

Oh, yikes. This is a huge and wide-ranging issue, actually. Hmmmmm....

BobTheJanitor

Jan 14, 2011 3:53 pm

reporter   ~0008482

I don't know if it's related, or needs its own topic, or is just not a bug, but trying to attack a unit under a forcefield with a siege starship results in the starship trying to fly up to the forcefield and bump into it for a while before it goes off to do something else. Trying to attack the FF gen directly will result in the normal behavior of doing nothing.

Chris_McElligottPark

Jan 14, 2011 4:09 pm

administrator   ~0008485

I believe that's the same issue, Bob, and both should be fixed with this:

* A whole host of internal logic changes have been made to forcefields. Most of them are a bit difficult to explain, but the upshot is that now instead of caring about "strong" and "Weak" forcefields in most cases (aside from collision with forcefields), the game just tracks a single protecting forcefield for all the ships, and tracks an additional "firepower-reducing forcefield" for the human ships only. The only firepower-reducing forcefields for the humans at the moment are those three basic ones and the player home planet ones. In the past, there was a lot of logic that was incorrectly only looking at "Strong" forcefields for decision making purposes, and now all of that just looks at the generic forcefield protector, which should lead to a lot of subtle ship targeting improvements. It may also lead to some new issues, go figure, but that's kind of unavoidable as a risk.

* When determining firepower against a ship under a forcefield (and thus also hit chance, etc), ships now use the firepower they would have against the forcefield, rather than the ship itself (assuming the attacker isn't immune to force fields). Given that's the firepower that would hit the forcefield, that's more accurate for decision-making in general, but this is particularly critical as of late because of how some ships are now unable to hit some forcefields (ie, the anitmatter bombs). This change should prevent things like siege starships from trying to fire against ships that are under a forcefield that just nullifies out all their damage.


If that doesn't solve the problems in the next release, though, then please let us know! I'll push that out in about an hour or so.

BobTheJanitor

Jan 14, 2011 8:38 pm

reporter   ~0008502

By the way, siege starship description still says they "do grievous harm to... forcefields". Not so much!

Toll

Jan 15, 2011 7:06 am

reporter   ~0008523

Hmm. I just had another Siege Starship appear in a wave. While it didn't attack the harvester under the forcefield directly now, it did attack the harvester exo-shield building itself (which of course isn't covered by its own shield).

Toll

Jan 15, 2011 7:06 am

reporter   ~0008524

See above, I guess.

Chris_McElligottPark

Jan 15, 2011 12:42 pm

administrator   ~0008550

Do you have a save that can demonstrate this?

Toll

Jan 15, 2011 12:44 pm

reporter   ~0008551

Hrm. I'll try to create one, but no guarantees as for how long it'll take...

Chris_McElligottPark

Jan 15, 2011 12:45 pm

administrator   ~0008552

Ok -- no worries, and I appreciate it.

Toll

Jan 15, 2011 12:48 pm

reporter   ~0008553

Last edited: Jan 15, 2011 12:51 pm

Ah, you're in luck! One of my recent autosaves have a siege starship on my planet.

EDIT: After loading the game, the harvesters were reset, but the shields remained. The siege starship kept firing on them though.

Toll

Jan 15, 2011 12:49 pm

reporter  

keith.lamothe

Jan 15, 2011 4:30 pm

administrator   ~0008563

Got it for 4.068 :)

Issue History

Date Modified Username Field Change
Jan 14, 2011 2:55 pm Toll New Issue
Jan 14, 2011 3:11 pm Chris_McElligottPark Note Added: 0008481
Jan 14, 2011 3:11 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 14, 2011 3:11 pm Chris_McElligottPark Status new => confirmed
Jan 14, 2011 3:53 pm BobTheJanitor Note Added: 0008482
Jan 14, 2011 4:09 pm Chris_McElligottPark Note Added: 0008485
Jan 14, 2011 4:09 pm Chris_McElligottPark Status confirmed => resolved
Jan 14, 2011 4:09 pm Chris_McElligottPark Fixed in Version => 4.067
Jan 14, 2011 4:09 pm Chris_McElligottPark Resolution open => fixed
Jan 14, 2011 8:38 pm BobTheJanitor Note Added: 0008502
Jan 15, 2011 7:06 am Toll Note Added: 0008523
Jan 15, 2011 7:06 am Toll Note Added: 0008524
Jan 15, 2011 7:06 am Toll Status resolved => feedback
Jan 15, 2011 7:06 am Toll Resolution fixed => reopened
Jan 15, 2011 12:42 pm Chris_McElligottPark Note Added: 0008550
Jan 15, 2011 12:44 pm Toll Note Added: 0008551
Jan 15, 2011 12:44 pm Toll Status feedback => assigned
Jan 15, 2011 12:45 pm Chris_McElligottPark Note Added: 0008552
Jan 15, 2011 12:48 pm Toll Note Added: 0008553
Jan 15, 2011 12:49 pm Toll File Added: Autosave_2011_01_15_13_09_14.sav
Jan 15, 2011 12:51 pm Toll Note Edited: 0008553
Jan 15, 2011 4:30 pm keith.lamothe Note Added: 0008563
Jan 15, 2011 4:30 pm keith.lamothe Status assigned => resolved
Jan 15, 2011 4:30 pm keith.lamothe Resolution reopened => fixed