View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021155 | AI War 2 | Bug - Gameplay | Apr 29, 2019 7:48 am | May 9, 2019 12:33 am | |
Reporter | DEMOCRACY_DEMOCRACY | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | BETA 0.854 Garbage... Collected! | ||||
Fixed in Version | BETA 0.857 The AI Strikes Back... Hard | ||||
Summary | 0021155: You can build stuff even in negative energy. And they still function! | ||||
Description | So, it turns out that you can actually build stuff, and they'll function, even without energy! look at planet Noether (bottom most colony), and you will see beam cannons, turrets, and station keeping assault frigates working in perfect order. forcefields will still shut off if there is no energy. there's also an incoming wave to that planet, so you can clearly see the stuff on Noether shoot at invaders. | ||||
Tags | No tags attached. | ||||
related to | 0021185 | resolved | Chris_McElligottPark | Give better warning when out of energy! |
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also somehow i smuggled in macrophages. i don't know how but i did! |
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I think the larger problem is that you can still build units while in negative energy. |
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If you are below zero in energy, some or all of the following maybe should happen: 0. Forcefields stop (already in) 1. Factories stop (up their energy reg maybe?) 2. Turrets cease functioning 3. You lose scout info 4. Metal income decrease/stops To reflect this more drastic event make the energy running out more visible to player: https://bugtracker.arcengames.com/view.php?id=21185 |
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Personally, I think that being able to build new units even while in negative energy is a desirable thing (fixed-position units). We're talking about planning, here, not function, after all. But making it so that maybe there's a flag that says "have I ever existed when there was a non-negative energy balance?" would mean that all those new things you put in place would be there for planning purposes, but not actually do anything. That might be complicated, though, to a needless degree. THAT said, maybe it should instead just say "we can't quite finish constructing a unit that is placed if there's not enough energy for it to come online." And basically then that requires no new flags or data stored, and can be shown on the interface easily enough. And it would definitely be nonfunctional since it would also be incomplete construction. --- Related to that, I agree that factories not pumping out units that would put you into negative energy should be a thing, as that's more functional and less planning. Maybe let the factories keep building up to the 99.9% mark on units that are in their queues, but can't actually pop the unit out at the end of that process. --- Scout intel going away I think would just get annoying, although I see the point. --- Metal incoming decreasing or stopping I think would just make the death spiral worse for the player. The inability to replace forces I think is bad enough (in a good way), hopefully. --- Same with existing turrets stopping function. I'm reluctant to make it so that going into negative energy is THAT much of a negative, because then potentially it's just an insta-gameover. --- Maybe start with the above, and then we'll see from there? |
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as it stands, negative energy is just kinda there, the main reason i reported this is because you can build stuff even while you have negative energy. this effectively lets me place down as many turrets as i have battle station caps. |
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Let's call this one "fixed," but then if there's still more to discuss or change open a new issue and just have a backlink to this one. I think that might be the easiest way to see this evolve over the coming versions. Thanks for all the great ideas! * Claimables that would cost you more energy than you have available now can't be claimed, and it shows that in their tooltip. ** Previously it could just claim stuff and throw you into negative energy. * Similarly, if you don't have enough spare energy to create something out of a factory (strikecraft, frigates, whatever) then it will only build up to 100% and then will stop and not actually emerge. ** Same with drone production; it won't produce the next drone, but just will stick at 100%. ** In both cases the interface will also show "ENERGY SHORTAGE" next to whatever the unit is. * Any units that are currently trying to self-construct, and you don't have enough energy for them (or negative energy in general) will completely stop constructing (unless they either don't consume energy or produce it). ** In the relevant cases the interface will also show "ENERGY SHORTAGE" next to whatever the unit is. |
Date Modified | Username | Field | Change |
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Apr 29, 2019 7:48 am | DEMOCRACY_DEMOCRACY | New Issue | |
Apr 29, 2019 7:48 am | DEMOCRACY_DEMOCRACY | File Added: no energy required.save | |
Apr 29, 2019 7:48 am | DEMOCRACY_DEMOCRACY | File Added: no energy required.savemet | |
Apr 29, 2019 7:54 am | DEMOCRACY_DEMOCRACY | Note Added: 0051440 | |
May 3, 2019 12:20 pm | BadgerBadger | Note Added: 0051490 | |
May 5, 2019 5:53 pm | Bummeri | Note Added: 0051519 | |
May 5, 2019 6:02 pm | BadgerBadger | Relationship added | related to 0021185 |
May 7, 2019 3:42 pm | Chris_McElligottPark | Note Added: 0051539 | |
May 7, 2019 3:42 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 7, 2019 3:42 pm | Chris_McElligottPark | Status | new => assigned |
May 7, 2019 8:28 pm | DEMOCRACY_DEMOCRACY | Note Added: 0051541 | |
May 9, 2019 12:33 am | Chris_McElligottPark | Status | assigned => resolved |
May 9, 2019 12:33 am | Chris_McElligottPark | Resolution | open => fixed |
May 9, 2019 12:33 am | Chris_McElligottPark | Fixed in Version | => BETA 0.857 The AI Strikes Back... Hard |
May 9, 2019 12:33 am | Chris_McElligottPark | Note Added: 0051552 |