View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022491 | AI War 2 | Bug - Gameplay | Jan 2, 2020 8:22 pm | Jan 12, 2020 7:47 am | |
Reporter | Flypaste | Assigned To | |||
Status | resolved | Resolution | reopened | ||
Product Version | 1.023 Cloaking Variagation | ||||
Fixed in Version | BETA 1.101 Ship Cap Reversions | ||||
Summary | 0022491: Don't teleport reinforcements in if the player has overwhelming strength on the planet | ||||
Description | Was having an issue a couple patches ago where the AI kept teleporting in a ton of forcefield generators around its command station while my fleet was sitting there getting ready to attack another planet. This was incredibly annoying for me, and wasting the AI's reinforcement budget. idk if it's still present in this version, but thought I'd throw it up there in case it hasn't been fixed since then. | ||||
Tags | No tags attached. | ||||
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Reinforcements now are added to the inside of the guard posts, and they won't deploy unless forced to (ie someone attacks the guard post) if they are outnumbered. |
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This is still happening. I have a video of an AI command with all the guard posts destroyed teleporting in like 10 tractor arrays and pinning my fleet in place as I was moving them to the next planet. |
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Flypaste - Savegame? |
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That's definitely a thing that could happen, yeah. Reinforcements that are fixed-position can spawn at any time if there are any reinforcement locations on the planet still (that includes the command station). I suppose we could make it so that in general if you have more than 2x the strength of an AI on that planet, then turrets and non-turret defenses get suppressed from spawning. That opens up some interesting strategic options in general, and I think is warranted. Plus I also think it would not feel so strange. Guardians probably also need to follow that rule, excepting on reconquest for all of the above. But strikecraft go inside guard posts and such as Badger noted, so those would be fair game no matter what. |
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In general my issue was full strength static defenses being shat out of reinforcement points - if full strength stuff gets shat out of buildings, IMO it should be ships and not static defenses, whcih should need to be warped in or built. That being said, this has been fixed: "If there is more than twice the "enemy" strength on an AI planet, then the AI now loses all its reinforcement budgets at that planet" so I'm marking this resolved |
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lol apparently I can't mark it fixed, guess someone else has to do that |
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Resolved is the right state. We’re good here. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 2, 2020 8:22 pm | Flypaste | New Issue | |
Jan 2, 2020 11:42 pm | BadgerBadger | Note Added: 0055305 | |
Jan 2, 2020 11:43 pm | BadgerBadger | Status | new => closed |
Jan 2, 2020 11:43 pm | BadgerBadger | Resolution | open => fixed |
Jan 2, 2020 11:43 pm | BadgerBadger | Fixed in Version | => BETA 1.101 Ship Cap Reversions |
Jan 3, 2020 1:55 am | Flypaste | Note Added: 0055306 | |
Jan 3, 2020 2:50 am | BadgerBadger | Status | closed => new |
Jan 3, 2020 2:50 am | BadgerBadger | Resolution | fixed => reopened |
Jan 3, 2020 9:52 am | donblas | Note Added: 0055310 | |
Jan 3, 2020 10:42 am | Chris_McElligottPark | Note Added: 0055311 | |
Jan 12, 2020 3:25 am | Flypaste | Note Added: 0055512 | |
Jan 12, 2020 3:26 am | Flypaste | Note Added: 0055513 | |
Jan 12, 2020 6:57 am | RocketAssistedPuffin | Status | new => resolved |
Jan 12, 2020 7:47 am | donblas | Note Added: 0055516 |