View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022247 | AI War 2 | Bug - Gameplay | Nov 20, 2019 11:35 am | Apr 22, 2022 12:56 am | |
Reporter | deo | Assigned To | BadgerBadger | ||
Status | closed | Resolution | unable to reproduce | ||
Product Version | 1.010 Extracting Those Archives | ||||
Summary | 0022247: Engineers do not autorepair flagships | ||||
Description | It's not 100% happens, but quite too often i think engeneers must have top priority - repairing flagships and even higher priority if they under 10% hp which means they disabled for now i have to manually send them to do repairs because they "busy", for example helping factories build staff and finding them is often not easy on planet view | ||||
Tags | No tags attached. | ||||
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I just started a new game and observed my engineeers auto-repairing my crippled flagships. I do note that engineers prefer to do things like assist construction of factories if the factories are very close, and this seems a perfectly reasonable choice (and you can always manually order the engineers to your preferred priorities). I don't see any need for a change here. The current priorities are reasonable, and you can manually override to your tastes. |
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Support fleets do appear to be a special case that might warrant a change. Absent specific orders to the from the player to the contrary, given how cheap and fast it is to return a support fleet to action, it is hard to see how anything an engineer can be doing can be more important than restoring a crippled support fleet to action, as that will allow the support fleet to produce its engineers to help out with whatever else needs to be done on the planet. |
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imho any crippled flagship available for repair is super important, what the reason to assist factories if your flagships can't produce stuff? i would say that reparing flagships to 11% is number one priority reparing support flagships can be done to full, because it's fast then it's fine to split engineers between continuing reparing flagships and doing other stuff |
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>you can manually override to your tastes the whole topic about reducing manual intervention where it's right you just don't always have time to search engineers manually and click em on the right stuff if you got on the planet with whole bunch of crippled flagships then it's obviously something bad happend and you need repairs ASAP |
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I've put in some code to make crippled flagships look more important to engineers. If you see additional problems in this area then I'll need a save game to test with. |
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This seems to be a problem with Coarse processing in my experience. Botnet has a similar problem where it doesn't shot even when you're watching it and units are in range, it just keep aborting due to lack of targets. Disabling Coarse processing helped with this (despite the hit in performance). I noticed the same thing for Flagships. Once I removed Coarse, engineers were MUCH more reactive to get the flagships back to working condition. With Coarse active there is also a difference whether Engineers are close to the crippled flagship or far. When far they often ignore the crippled flagship for entire minutes despite it being the only thing to repair on-planet. If I manually brought them close, they tended to finally repair the flagship(s). |
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in new version engineers repair only those crippled flagships which come near, otherwise they still too lazy to move |
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"If you see additional problems in this area then I'll need a save game to test with. " |
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it should be easy, just get engineers assisting factories on planet (make em busy) then bring crippled fs on planet, and see no reaction may be next time i'll start anything i'll make a save and bugtracker is half working for me |
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in this save you can see that engineers ignore crippled flagship (planet Strabo) |
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I believe this has been resolved a long time ago |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 20, 2019 11:35 am | deo | New Issue | |
Nov 27, 2019 8:03 pm | BadgerBadger | Note Added: 0054726 | |
Nov 27, 2019 9:41 pm | Peter Ebbesen | Note Added: 0054727 | |
Nov 28, 2019 6:06 am | deo | Note Added: 0054728 | |
Nov 28, 2019 6:08 am | deo | Note Added: 0054729 | |
Nov 28, 2019 2:20 pm | BadgerBadger | Assigned To | => BadgerBadger |
Nov 28, 2019 2:20 pm | BadgerBadger | Status | new => requires feedback |
Nov 28, 2019 2:20 pm | BadgerBadger | Note Added: 0054731 | |
Nov 30, 2019 7:02 am | ArnaudB | Note Added: 0054741 | |
Dec 8, 2019 5:49 am | deo | Note Added: 0054886 | |
Dec 8, 2019 10:36 am | BadgerBadger | Note Added: 0054888 | |
Dec 8, 2019 12:59 pm | deo | Note Added: 0054889 | |
Dec 13, 2019 2:17 pm | deo | File Added: Zen.zip | |
Dec 13, 2019 2:17 pm | deo | Note Added: 0054983 | |
Apr 22, 2022 12:56 am | BadgerBadger | Status | requires feedback => closed |
Apr 22, 2022 12:56 am | BadgerBadger | Resolution | open => unable to reproduce |
Apr 22, 2022 12:56 am | BadgerBadger | Note Added: 0066252 |