View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002678 | AI War 1 / Classic | Note To Test | Jan 28, 2011 4:40 pm | Jan 22, 2012 7:06 pm | |
Reporter | TechSY730 | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.000 | ||||
Summary | 0002678: Make sure alerting and freeing are behaving as the documentation states. | ||||
Description | Based on my experiences, there are many times where AI defenders seem like they should only been alerted, but got fully freed instead. Can the places where the AI ships can be alerted, angered, or freed be double checked to make sure they are actually putting an AI ship into the proper state as given by the documentation? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0002673 | new | Transports permanently aggro ships. | |
related to | 0002528 | closed | Chris_McElligottPark | Aggravating guards |
related to | 0002608 | resolved | Chris_McElligottPark | Threat not shown before spontainously appearing on reload |
related to | 0005440 | assigned | keith.lamothe | AI ships not being activated until shot |
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The documentation is more likely what is wrong. |
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Hmm. Well I rarely see defenders start to defend without most of them also being freed, even when the planet is NOT outfirepowered and no guard posts have been destroyed. |
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Just to be clear, the documentation I am referring to are the release notes. They give the impression it takes quite a bit to prod a defender to be freed while what they are defending is still alive. |
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No -- as soon as the first shot is fired by a ship, it and all ships at its guard post are freed. Unless it's shooting at a scout. |
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Oh, silly me, but that seems a bit too eager to abandon a post. But that is just me. |
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Wait, when can an AI ship be alerted but not freed? |
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Linked this to an issue I at a point reported, seems to me we are talking about the same thing. |
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Also check out my comments in the other related thread. From my experience, merely getting vision (even from a scout, which the AI is hard-coded not to free ships due to its presence) on a planet is sometimes enough to generate threat from nowhere. |
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You say as soon as the first shot is fired by a ship, it and all ships at its guard post are freed. Unless it's shooting at a scout. Problem is, AI ships seem to be freed even earlier, bringing a transport carrying even just scouts through a planet frees every ship on the planet, even the ones which never got within range of the transport. AI ships should be freed only when the post's group starts to shoot. They shouldn't be freed if they've just left their post to assist another post's group. They should be freed when they reach the combat. One part to consider would be to make AI groups only freed after actually attacked. That way they could go on alert and attack every non-military player unit without getting freed, it doesn't make sense to not free ships that attack a scout, but free ships that attack a transport or colony ship or any other support ship. |
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Here is a problem. Being alerted (attacking but not freed) like you are saying they should do more often also "tethers" the ship to what it is guarding. You can see this oddity when you watch minor factions attack a planet. The ships that are guarding a threatened post will try to attack, but if they get too far, they will just turn back to the post, even if they never reached what they were supposed to attack. Maybe remove this tethering of alerted (but not freed) ships and only have them retreat once what was threatening their post had died or retreated. This way, you can feel free to use the alerted state more. Right now it seems all or nothing, eithera defender is sitting there doing nothing, or abandoning it post to go on the offense. There needs to be a middle ground, attacking threats but not actually being freed. If changing the current alerted wouldn't work so well, can a willing to travel alerted created? |
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Oh, firing on what a defender is guarding should free the defenders. Merely getting close or merely attacking a defender should only alert them. |
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(Going for triple post) I would like to say that with the current freeing logic (namely, no middle ground between doing nothing next to the thing being defended, and being freed and abandoning their post as soon as a ship starts threatening), IMO, is hurting the whole battlefields within battlefields feel you are trying to go for. |
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I think the number one source of this bug was fixed when 0002608 was fixed. Anyone else seeing ships being freed spuriously anymore? If not, this issue might be resolved. |
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Bumping this issue, as there has been reports on the forums of planets freeing everything even with small attack forces. I can link the relevant forum posts if desired. |
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On the flip side, there are plenty of reports of not only the AI ships seemingly being freed too early, but also them not being alerted (taken out of low power mode) until its too late. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 28, 2011 4:40 pm | TechSY730 | New Issue | |
Jan 28, 2011 4:41 pm | Chris_McElligottPark | Note Added: 0009775 | |
Jan 28, 2011 4:41 pm | TechSY730 | Relationship added | related to 0002673 |
Jan 28, 2011 4:43 pm | TechSY730 | Note Added: 0009776 | |
Jan 28, 2011 4:44 pm | TechSY730 | Note Edited: 0009776 | |
Jan 28, 2011 4:45 pm | TechSY730 | Note Edited: 0009776 | |
Jan 28, 2011 4:46 pm | TechSY730 | Note Added: 0009777 | |
Jan 28, 2011 4:47 pm | Chris_McElligottPark | Note Added: 0009778 | |
Jan 28, 2011 4:54 pm | TechSY730 | Note Added: 0009780 | |
Jan 28, 2011 4:56 pm | TechSY730 | Note Added: 0009781 | |
Jan 28, 2011 5:19 pm | Red Spot | Relationship added | related to 0002528 |
Jan 28, 2011 5:20 pm | Red Spot | Note Added: 0009782 | |
Jan 28, 2011 5:23 pm | TechSY730 | Note Added: 0009783 | |
Feb 2, 2011 8:01 am | Prezombie | Note Added: 0009944 | |
Feb 2, 2011 8:30 am | TechSY730 | Note Added: 0009945 | |
Feb 2, 2011 8:33 am | TechSY730 | Note Added: 0009946 | |
Feb 2, 2011 7:31 pm | TechSY730 | Note Added: 0009981 | |
Feb 2, 2011 7:31 pm | TechSY730 | Note Edited: 0009981 | |
Feb 2, 2011 7:31 pm | TechSY730 | Note Edited: 0009981 | |
Apr 1, 2011 6:54 pm | TechSY730 | Relationship added | related to 0002608 |
Apr 1, 2011 6:55 pm | TechSY730 | Note Added: 0011640 | |
Apr 1, 2011 6:56 pm | TechSY730 | Note Edited: 0011640 | |
Aug 8, 2011 11:35 pm | TechSY730 | Note Added: 0012838 | |
Aug 8, 2011 11:35 pm | TechSY730 | Note Edited: 0012838 | |
Jan 22, 2012 10:57 am | Burnstreet | Relationship added | related to 0005440 |
Jan 22, 2012 7:06 pm | TechSY730 | Note Added: 0018056 | |
Jan 22, 2012 7:06 pm | TechSY730 | Note Edited: 0018056 |