View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022015 | AI War 2 | Gameplay Issue | Oct 30, 2019 2:00 pm | Apr 9, 2020 1:47 am | |
Reporter | Chris_McElligottPark | Assigned To | BadgerBadger | ||
Status | closed | Resolution | no change required | ||
Product Version | 1.003 Sortable Objectives | ||||
Summary | 0022015: zombie and minor faction ships that are on basically free roaming defence will sit idle on any planet where theres an enemy they | ||||
Description | Noted by gigastar on discord. My thought: there will always be some strange exceptions to units not being able to engage for some reason. If the faction is unable to cause any fighting after X amount of time on a planet, then I think they should move on to another planet. Basically "for some reason, there's nothing for us to do here." | ||||
Tags | No tags attached. | ||||
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Instigators have this logic, which was taken from Classic: If we are 10x the enemies strength on this planet, move on, as it's probably tiny and insignificant and not worth bothering with. Caused I believe by someone using a Spirecraft Jumpship to teleport all around a single planet, keeping a CPA there. |
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There can be times where zombies don't over power the AI but still can't attack anything. Easiest way for that to happen is to have a world with only stealth guard posts, ships will just sit and do nothing because there's still 20-50 the) strength of stealthed units. |
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There's a variable for " last game second in combat" right? Ships can be forcibly added to the raid / patrol logic if something like 120 seconds passes with no combat. |
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Does anyone have a save game with units stuck in this state? |
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A save game would be required to demonstrate and fix this problem. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 30, 2019 2:00 pm | Chris_McElligottPark | New Issue | |
Oct 30, 2019 2:03 pm | RocketAssistedPuffin | Note Added: 0054159 | |
Oct 30, 2019 2:53 pm | wm46 | Note Added: 0054169 | |
Oct 30, 2019 3:40 pm | wm46 | Note Added: 0054170 | |
Oct 30, 2019 7:29 pm | BadgerBadger | Note Added: 0054183 | |
Apr 9, 2020 1:47 am | BadgerBadger | Assigned To | => BadgerBadger |
Apr 9, 2020 1:47 am | BadgerBadger | Status | new => closed |
Apr 9, 2020 1:47 am | BadgerBadger | Resolution | open => no change required |
Apr 9, 2020 1:47 am | BadgerBadger | Note Added: 0056768 |