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IDProjectCategoryLast Update
0021276AI War 2Bug - OtherJun 6, 2019 9:31 am
Reporterwm46 Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product VersionBETA 0.866 Hotfix 
Fixed in VersionBETA 0.867 Smarter AI, Better Mark Spread, Player Economic Boom 
Summary0021276: Non-Reinforcement Locations don't deploy AIReinforcementPointContents
DescriptionRelated to the warden fleet sometimes sapping guard units from command stations.

If the above is intended, then it currently has no function. The function to deploy AIReinforcementPointContents only runs for EntityRollupType.ReinforcementLocations when enemy ships are within a certain distance of the unit with Contents. So while there might be a guardian with 80 ships stored inside of it from sapping the AI Overlord, they just get destroyed when the parent ship dies.

Two fixes:
1. Add/Modify a method in PlanetFaction specifically for when non-Reinforcement Point ships that take aggro (when they take damage? when within a certain range?) to deploy contents.
2. Add a check in the methods TransferAIReinforcementPointContentsTo and AddToAIReinforcementPointContents to make sure that the receiving entity is actually a Reinforcement Point

(Probably going to do 0000002 if I get the go-ahead)
TagsNo tags attached.

Relationships

related to 0021275 resolvedChris_McElligottPark The warden fleet steals ships from the entity they spawn at 
child of 0021274 resolvedChris_McElligottPark GameEntity_Squad.AIReinforcementPointContents Issues Parent 

Activities

Chris_McElligottPark

Jun 6, 2019 9:31 am

administrator   ~0051861

Thank you!

*The game now checks all units (just once per second) to see if they are aggro'd and have any units stored in them to set free, not just the "reinforcement points" that are preordained.
** That way if there are any reinforcements hiding in a unit that was not initially supposed to have them, but that got transferred them by whatever arcane methods (it's okay, really), they will behave properly. There are some cases where this might be desirable behavior, and having the extra flexibility here doesn't cost us much in terms of the CPU usage, so that's good.

Issue History

Date Modified Username Field Change
Jun 6, 2019 1:37 am wm46 New Issue
Jun 6, 2019 2:30 am wm46 Relationship added child of 0021274
Jun 6, 2019 2:31 am wm46 Relationship added related to 0021275
Jun 6, 2019 9:31 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 6, 2019 9:31 am Chris_McElligottPark Status new => resolved
Jun 6, 2019 9:31 am Chris_McElligottPark Resolution open => fixed
Jun 6, 2019 9:31 am Chris_McElligottPark Fixed in Version => BETA 0.867 Smarter AI, Better Mark Spread, Player Economic Boom
Jun 6, 2019 9:31 am Chris_McElligottPark Note Added: 0051861