View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001836 | AI War 1 / Classic | Bug - Other | Dec 5, 2010 12:27 am | Feb 1, 2011 1:13 pm | |
Reporter | Invelios | Assigned To | Chris_McElligottPark | ||
Status | assigned | Resolution | reopened | ||
Product Version | 5.000 | ||||
Summary | 0001836: Command station ships not leaving "de-activated" state | ||||
Description | The fleet ships around the command post in my games won't leave a "de-activated" state unless I specifically order a unit of mine to hit one of them. They even stay de-activated if I completely surround them, as in the screenshot. This lets me just surround them with tons of units, attack one to get them to wake up, and slaughter them. Doesn't seem right. EDIT: Problem seemed to return in 5.0 New screenshot attached | ||||
Tags | No tags attached. | ||||
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This should have been fixed in recent versions. |
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I'm starting to have this problem again on 5.0, unfortunately. |
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Yea, it will happen if there's no guardians or other things there to wake up the guard group. Would be solved by giving the AI command stations a token attack, but I'm guessing there are reasons they don't already. |
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Maybe there should be an "is there an enemy within a distance of what I am guarding" fall back for alerting (NOT freeing), to prevent odd cases like this. Not sure how CPU intensive that would be though. Of course, as soon as the ships are alerted and firing, they will probably get fired upon quickly, freeing them quickly. |
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One of the annoying things is that player ships will not automatically fire on these non-alerted ships. They just sit there. When I move my ships next to the command station, I kind of expect them to shot at the ships there, like they would any other ship. Having to manually attack a ship every time is a little annoying. |
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There is a very good reason for this. Before, long range ships would fire upon groups of ships far away, causing every ship in that group to wake up and attack. Basically, this meant that if you had any sort of long range unit, it won't be long until you unintentionally put the whole planet on alert. This suppression of auto-fire on non-alerted ships helps to prevent that. Normally, non-alerted ships get awakened pretty easy once you start actually getting close (thanks to the token attack on all guard posts) or firing upon a group of defenders, so this is normally not very noticeable. However in odd cases like this, it sticks out like a sore thumb. If you take a weak pot shot at the warp gate, I think that should wake them up. (Don't fire on the command center unless you want to destroy it. Attacking the command center has a good chance of alerting ALL defenders on that planet, not just the ones guarding the command center) |
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"Maybe there should be an "is there an enemy within a distance of what I am guarding" fall back for alerting (NOT freeing), to prevent odd cases like this. Not sure how CPU intensive that would be though." Very CPU intensive, that's (potentially) a LOT of range checks. The command station would basically do that (once, rather than per-AI ship, and throttled) if it had a gun with which to target. In theory I could punch through some alternate case that does the same thing but doesn't actually fire. But all such alternate code paths come with their own bugs. |
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You could try giving the command station a "virtual" gun. That is, one with range, reload time, etc. but 0 damage. |
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That wouldn't actually count as a gun in code-terms. |
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So the engine is smart enough to ignore nonsensical things like guns with 0 base damage? |
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Apparently. :P Reminds me of some FPS where they wanted neutrals (cows, I think) but it meant that the cows had to be on a team (as the engine was originally coded for only two teams) so they had to give the cows a weapon. It was a pistol, and it caused the cows to run around shooting people. So they had to take away the ammo. |
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There's really no such thing as a "gun with 0 damage" in the code. All units have an AttackPower stat. If it's zero they're not military units. And I think they should have just let the cows shoot people. |
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Cows With Guns: http://www.youtube.com/watch?v=FQMbXvn2RNI And yes, 0 damage -> non military makes sense. Though I probably would have had -1 be non-military so I could have the "no-gun military" units if I needed them. |
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Haha, I remember seeing that years ago. Cow Tse Tung. Yea, something like that. Honestly I think it shouldn't be too awful a thing to give those AI command stations some sort of attack, and it would solve this thing neatly. |
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Would an alerted conmand station also have a good chance of alerting all defenders on the planet, not just the ones explicitly assigned to it? |
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Alert? No. Anger? Probably, which would be a problem unless the gun was fairly short ranged (in which case don't fly near the the thing). |
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It would indeed solve the problem. And I was thinking a short range gun anyway. Maybe 3000? |
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The AI is right to get scared if your ships get near their command station. It's basically what defines them having the planet after all. Just for clarification, is angering the same as freeing (adding to the threat)? |
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Yea, angered ships are freed. And stuff doesn't get angry at scouts, ever, fyi. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 5, 2010 12:27 am | Invelios | New Issue | |
Dec 5, 2010 12:27 am | Invelios | File Added: Screenshot_2010_12_04_19_18_38.png | |
Dec 23, 2010 10:48 pm | Chris_McElligottPark | Note Added: 0007004 | |
Dec 23, 2010 10:48 pm | Chris_McElligottPark | Status | new => resolved |
Dec 23, 2010 10:48 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 23, 2010 10:48 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 29, 2011 12:02 am | Invelios | Note Added: 0009814 | |
Jan 29, 2011 12:02 am | Invelios | Status | resolved => feedback |
Jan 29, 2011 12:02 am | Invelios | Resolution | fixed => reopened |
Jan 29, 2011 12:03 am | Invelios | File Added: Screenshot_2011_01_28_22_57_52.png | |
Jan 29, 2011 12:04 am | Invelios | Product Version | 4.045 => 5.000 |
Jan 29, 2011 12:04 am | Invelios | Description Updated | |
Jan 29, 2011 12:10 am | keith.lamothe | Note Added: 0009815 | |
Jan 29, 2011 12:37 am | TechSY730 | Note Added: 0009819 | |
Jan 29, 2011 12:48 am | Invelios | Note Added: 0009820 | |
Jan 29, 2011 12:48 am | Invelios | Status | feedback => assigned |
Jan 29, 2011 12:54 am | TechSY730 | Note Added: 0009821 | |
Jan 29, 2011 12:57 am | TechSY730 | Note Edited: 0009821 | |
Jan 29, 2011 8:42 am | keith.lamothe | Note Added: 0009829 | |
Feb 1, 2011 12:05 pm | Draco18s | Note Added: 0009912 | |
Feb 1, 2011 12:12 pm | keith.lamothe | Note Added: 0009913 | |
Feb 1, 2011 12:15 pm | TechSY730 | Note Added: 0009914 | |
Feb 1, 2011 12:18 pm | Draco18s | Note Added: 0009916 | |
Feb 1, 2011 12:39 pm | keith.lamothe | Note Added: 0009918 | |
Feb 1, 2011 12:41 pm | Draco18s | Note Added: 0009919 | |
Feb 1, 2011 12:42 pm | Draco18s | Note Edited: 0009919 | |
Feb 1, 2011 12:53 pm | keith.lamothe | Note Added: 0009920 | |
Feb 1, 2011 12:57 pm | TechSY730 | Note Added: 0009921 | |
Feb 1, 2011 1:00 pm | keith.lamothe | Note Added: 0009922 | |
Feb 1, 2011 1:00 pm | Draco18s | Note Added: 0009923 | |
Feb 1, 2011 1:01 pm | Draco18s | Note Edited: 0009923 | |
Feb 1, 2011 1:10 pm | TechSY730 | Note Added: 0009924 | |
Feb 1, 2011 1:13 pm | keith.lamothe | Note Added: 0009925 |