View Issue Details

IDProjectCategoryLast Update
0002678AI War 1 / ClassicNote To TestJan 22, 2012 7:06 pm
ReporterTechSY730 Assigned To 
Status newResolutionopen 
Product Version5.000 
Summary0002678: Make sure alerting and freeing are behaving as the documentation states.
DescriptionBased 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?
TagsNo tags attached.
Internal Weight

Relationships

related to 0002673 new Transports permanently aggro ships. 
related to 0002528 closedChris_McElligottPark Aggravating guards 
related to 0002608 resolvedChris_McElligottPark Threat not shown before spontainously appearing on reload 
related to 0005440 assignedkeith.lamothe AI ships not being activated until shot 

Activities

Chris_McElligottPark

Jan 28, 2011 4:41 pm

administrator   ~0009775

The documentation is more likely what is wrong.

TechSY730

Jan 28, 2011 4:43 pm

reporter   ~0009776

Last edited: Jan 28, 2011 4:45 pm

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.

TechSY730

Jan 28, 2011 4:46 pm

reporter   ~0009777

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.

Chris_McElligottPark

Jan 28, 2011 4:47 pm

administrator   ~0009778

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.

TechSY730

Jan 28, 2011 4:54 pm

reporter   ~0009780

Oh, silly me, but that seems a bit too eager to abandon a post. But that is just me.

TechSY730

Jan 28, 2011 4:56 pm

reporter   ~0009781

Wait, when can an AI ship be alerted but not freed?

Red Spot

Jan 28, 2011 5:20 pm

reporter   ~0009782

Linked this to an issue I at a point reported, seems to me we are talking about the same thing.

TechSY730

Jan 28, 2011 5:23 pm

reporter   ~0009783

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.

Prezombie

Feb 2, 2011 8:01 am

reporter   ~0009944

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.

TechSY730

Feb 2, 2011 8:30 am

reporter   ~0009945

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?

TechSY730

Feb 2, 2011 8:33 am

reporter   ~0009946

Oh, firing on what a defender is guarding should free the defenders. Merely getting close or merely attacking a defender should only alert them.

TechSY730

Feb 2, 2011 7:31 pm

reporter   ~0009981

Last edited: Feb 2, 2011 7:31 pm

(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.

TechSY730

Apr 1, 2011 6:55 pm

reporter   ~0011640

Last edited: Apr 1, 2011 6:56 pm

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.

TechSY730

Aug 8, 2011 11:35 pm

reporter   ~0012838

Last edited: Aug 8, 2011 11:35 pm

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.

TechSY730

Jan 22, 2012 7:06 pm

reporter   ~0018056

Last edited: Jan 22, 2012 7:06 pm

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.

Issue History

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