View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001917 | AI War 1 / Classic | Bug - Other | Dec 8, 2010 10:18 am | Dec 15, 2010 8:16 pm | |
Reporter | Wingflier | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.046 | ||||
Summary | 0001917: AI CPA attacks still getting stuck on adjacent planets | ||||
Description | It looks like the bug which causes units in CPA attacks to sit patiently outside an allied wormhole (making the enemy planet in question extremely hard to take) still exists. I'm playing Cross-Planet Attack Mode and two times in my current game (before 40 minutes), the waves have been "stuck" on an adjacent enemy planet. In the screenshots I attached, you can see the wave warning of 400 frigates, then witness them sitting on a planet adjacent to mine, doing nothing. There is also a planet in the top right that contains a ton of cloaked ships from where a previous warning was issued and never "came through". The planets where the bugged wave ships reside are circled in red. If you look at planets Larwig and Bofallco, there's no way they can have that many ships (600+) 40 minutes into the game. | ||||
Tags | No tags attached. | ||||
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If you have a save, that would make it easier to tell whether this is actually a bug or just Chris's "wait until you have overwhelming force" logic. Said logic has a more intense definition of "overwhelming force" on higher difficulties, btw. |
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I understand the AI is making the best decision by not attacking (as they would get slaughtered), but at the same time it's still a wave. The fact that I'm playing CPA shouldn't turn "waves" into massive border aggression from MKIV planets an hour into the game. Lemme upload that save. |
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Well, the thing is that it's not really a wave any more when you turn on CPW, it's just a bunch of AI ships spawned on an AI planet (as opposed to a bunch of AI ships spawned on a non-AI planet). The game has no way of remembering "this ship came from a cross-planet-wave" as opposed to any other AI ship that may have become free-to-attack, so this is what you get. |
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If I'm reading this right, the big problem is that the ships are piling up on a MkIV world and hitting the border aggression cap which is in turn _freeing mkIV ships_ to come after you rather than the tech level that's appropriate to the "waves" at the time. That sounds more like it needs a fix to border aggression to free the lower-mark ships first, and/or probably to just not count "free" ships at all since they now pile up so much. |
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Yeah that would definitely be a step in the right direction :P |
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Actually, border aggression should never be kicking in at all if there aren't too many ships in cold storage. Assuming that the wave ships aren't in cold storage, they shouldn't be having any effect on border aggression or barracks for that planet. But, in terms of the behavior of them waiting until they have "overwhelming force," that's just how ships act now. When they do a "wave" into a planet, they're just dropped there in free/threat mode, and that's how free/threat ships act. Cross-Planet Waves is definitely a lot harder now with the recent AI changes. But that stuff with triggering border aggression of mark IV stuff should not be happening, if it is. |
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Well now that I know that's what's supposed to be happening, I'll keep a close eye on the MKIII/IV planets to make sure I don't start getting hit by high-level border aggression for the next few hours. Other than that, I can't blame the AI for making the best decision and not throwing their lives away just because it would make things easier for me :D |
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Cool. Just let us know! :) |
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I play with Cross Planet Waves too and i think it's working as intended. Wingflier, just be careful not to move your forces away from friendly planets and cease to pay attention to those angry AI ships. They have a habit of coming for you when you least expect it! |
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Cool -- sounds like it's doing good, so marking as closed. |
Date Modified | Username | Field | Change |
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Dec 8, 2010 10:18 am | Wingflier | New Issue | |
Dec 8, 2010 10:18 am | Wingflier | File Added: AI War 1.PNG | |
Dec 8, 2010 10:19 am | Wingflier | File Added: AI War 2.PNG | |
Dec 8, 2010 10:19 am | Wingflier | File Added: AI War 3.PNG | |
Dec 8, 2010 10:21 am | Wingflier | Description Updated | |
Dec 8, 2010 10:44 am | keith.lamothe | Note Added: 0005611 | |
Dec 8, 2010 10:59 am | Wingflier | Note Added: 0005614 | |
Dec 8, 2010 11:04 am | keith.lamothe | Note Added: 0005615 | |
Dec 8, 2010 11:06 am | keith.lamothe | Note Added: 0005617 | |
Dec 8, 2010 11:18 am | Wingflier | Note Added: 0005620 | |
Dec 8, 2010 11:26 am | Chris_McElligottPark | Note Added: 0005621 | |
Dec 8, 2010 11:59 am | Wingflier | Note Added: 0005628 | |
Dec 8, 2010 12:06 pm | Chris_McElligottPark | Note Added: 0005629 | |
Dec 8, 2010 12:06 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 8, 2010 12:06 pm | Chris_McElligottPark | Status | new => feedback |
Dec 8, 2010 12:55 pm | Varone | Note Added: 0005641 | |
Dec 15, 2010 8:16 pm | Chris_McElligottPark | Note Added: 0006275 | |
Dec 15, 2010 8:16 pm | Chris_McElligottPark | Status | feedback => resolved |
Dec 15, 2010 8:16 pm | Chris_McElligottPark | Resolution | open => fixed |