View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002011 | AI War 1 / Classic | Suggestion - New Features | Dec 11, 2010 7:58 pm | Dec 22, 2010 6:38 pm | |
Reporter | Echo35 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.049 | ||||
Fixed in Version | 4.054 | ||||
Summary | 0002011: Harvester Exo-Shield Remains | ||||
Description | I noticed when I upgraded to Mk. II Harvesters, when they were destroyed and rebuilt automatically, the Harvester Exo-Shields that were protecting them were also destroyed. I think Exo-Shields should leave remains behind when they are destroyed, so not only will they automatically rebuild when you upgrade to a better Harvester, but if the AI comes in and destroys your Harvesters, the Exo-Shields should rebuild along with the Harvesters. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Add a "autobuild exo-harvestors" control option? ;) |
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That'd have to be a single-planet option though. I for one don't want all my harvesters to have exo-shields, no matter how small their drain is after the updated economy. |
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Agreed with Toll. I would love it as a Control Option but only if it were per planet. I usually only build them on border worlds anyway, so I don't want all my planets building them. |
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Well, I agree that such a control node could be both planet and galaxy wide :p For everyone who thinks it should be only planet, there is surely at least someone who builds them everywhere |
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Okay, the exo-shields have been completely reimagined to be more balanced and less annoying: * The way that exo-shields work has now been completely re-done. Rather than providing a single-ship forcefield, the exo-shield now just adds its health to that of the original ship. For purposes of the AI thread, the AI is now WAY better at deciding when to attack ships under exo-shields (in the past it would pretty much just ignore them). Additionally, the way that exo-shields work is a lot more RAM-efficient. Also, a ship can now be protected by both a regular force field and an exo-shield at the same time, unlike before. The visuals of exo-shields also now show up like the "ship based force fields" of riot starships and similar. * Exo-shields no longer die when their target protected object dies, they simply become unlinked and will later link with anything valid that is within range of them. * The regen rate of exo-shields has now been dropped considerably, to regenerating over 20 minutes instead of a ludicrous 30 seconds. They also now drop remains, however, so that rebuilders can come along and put them back up. ** Thanks to Echo35 for suggesting. * Rather than having exo-shields cost a simple -2 metal and crystal per second, they simply halve the effectiveness of whatever ship it is they are protecting. They also now cos 750 knowledge to unlock instead of 500. |
Date Modified | Username | Field | Change |
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Dec 11, 2010 7:58 pm | Echo35 | New Issue | |
Dec 11, 2010 7:59 pm | Echo35 | Description Updated | |
Dec 11, 2010 9:44 pm | Lancefighter | Note Added: 0006034 | |
Dec 11, 2010 11:47 pm | Toll | Note Added: 0006045 | |
Dec 12, 2010 12:30 am | Echo35 | Note Added: 0006049 | |
Dec 12, 2010 12:39 am | Lancefighter | Note Added: 0006050 | |
Dec 22, 2010 6:38 pm | Chris_McElligottPark | Note Added: 0006765 | |
Dec 22, 2010 6:38 pm | Chris_McElligottPark | Status | new => resolved |
Dec 22, 2010 6:38 pm | Chris_McElligottPark | Fixed in Version | => 4.054 |
Dec 22, 2010 6:38 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 22, 2010 6:38 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |