View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001792 | AI War 1 / Classic | Bug - Other | Dec 4, 2010 11:48 am | Dec 10, 2010 2:21 pm | |
Reporter | Toll | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.045 | ||||
Fixed in Version | 4.049 | ||||
Summary | 0001792: Capturables turn as soon as construction starts on a command station | ||||
Description | Previously, the capturables would turn when the command station was completed. Now, however, they turn as soon as the command station starts building. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
has duplicate | 0001842 | resolved | Chris_McElligottPark | Planet ownership change on start of command station construction |
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Sorry about the accidental duplication. This has some fascinating implications. It makes grabbing a rebel colony world much easier, it also makes distant raids for ARS's (where you have no intention of taking the planet) drastically less risky as you don't ever actually have to hold the system in the old sense to get your bonus ship. My general feeling is that, if it was intentional, I'd like to see it reverted, or at least better understand why the change was made. |
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It's not that big a deal in my opinion either way because you probably have a good military hold on the planet before trying to construct the station anyway. |
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Not necessarily. Send in a few raid starships or bomber starships to blow up the command station and retreat with them. Next send in a transport with a colony ship and start the construction of a command station. Voila, it's yours. |
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@Suzera That's just it. You used to need at least a respectable military hold, because it takes a bit of time to build a command station and all the AI units left rush you when you try. Now, however, you can run in, pop the command, build a command station for about a second, and abscond with your new ship type. With the command shield mechanic in play it resolves itself, because you have to hold the planet for awhile to kill those, but now that they're optional that's no longer an issue. |
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It's definitely a bug, and a big deal. Pre-2.0 it used to be this way, and players exploited it like crazy. I'm not sure why it's this way now, but it won't stay. Oh... actually, I think I know why that is. |
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Okay, got it. :) |
Date Modified | Username | Field | Change |
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Dec 4, 2010 11:48 am | Toll | New Issue | |
Dec 5, 2010 5:56 pm | Toll | Relationship added | has duplicate 0001842 |
Dec 10, 2010 1:32 pm | Vinraith | Note Added: 0005874 | |
Dec 10, 2010 1:36 pm | Suzera | Note Added: 0005876 | |
Dec 10, 2010 1:36 pm | Suzera | Note Edited: 0005876 | |
Dec 10, 2010 1:40 pm | Toll | Note Added: 0005877 | |
Dec 10, 2010 2:17 pm | Vinraith | Note Added: 0005884 | |
Dec 10, 2010 2:20 pm | Chris_McElligottPark | Note Added: 0005886 | |
Dec 10, 2010 2:21 pm | Chris_McElligottPark | Note Added: 0005887 | |
Dec 10, 2010 2:21 pm | Chris_McElligottPark | Status | new => resolved |
Dec 10, 2010 2:21 pm | Chris_McElligottPark | Fixed in Version | => 4.049 |
Dec 10, 2010 2:21 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 10, 2010 2:21 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |