View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002108 | AI War 1 / Classic | Bug - Other | Dec 22, 2010 2:28 pm | Jan 3, 2011 11:44 am | |
Reporter | Moonshine Fox | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 4.053 | ||||
Summary | 0002108: Spire Penetrator triggers planet-wide attack. | ||||
Description | If I move a Spire Penetrator ALONE onto an enemy world (well, I have a scout as well), every single ship will go out of sleep and travel to attack me. I've been able to do this twice now. Just move the Penetrator onto a planet with a lot of ships sleeping, and the instant the Penetrator enters, the ships activate and flow through the wormhole to attack. They won't touch the Penetrator however. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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My guess is the "if human has 2x the total firepower of the AI garrison on this planet, free the whole garrison" logic. Possibly the penetrator should be given an artificially low firepower value. |
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Preferrably yeah. It's rather a shock to get the whole planet to go live and hunt your butt, when all you wanted to do was to take out a single structure/unit with a permacloaked unit >.< |
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This is just a factor of the AIs being stirred up by your having 2x their firepower (in that one ship). As such, it's not directly a bug, though there are some ongoing shifts to firepower going on. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 22, 2010 2:28 pm | Moonshine Fox | New Issue | |
Dec 22, 2010 2:32 pm | keith.lamothe | Note Added: 0006738 | |
Dec 22, 2010 2:36 pm | Moonshine Fox | Note Added: 0006739 | |
Dec 22, 2010 2:41 pm | Chris_McElligottPark | Note Added: 0006740 | |
Dec 22, 2010 2:41 pm | Chris_McElligottPark | Status | new => resolved |
Dec 22, 2010 2:41 pm | Chris_McElligottPark | Resolution | open => no change required |
Dec 22, 2010 2:41 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 3, 2011 11:44 am | Chris_McElligottPark | Status | resolved => closed |