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IDProjectCategoryLast Update
0022491AI War 2Bug - GameplayJan 12, 2020 7:47 am
ReporterFlypaste Assigned To 
Severityminor 
Status resolvedResolutionreopened 
Product Version1.023 Cloaking Variagation 
Fixed in VersionBETA 1.101 Ship Cap Reversions 
Summary0022491: Don't teleport reinforcements in if the player has overwhelming strength on the planet
DescriptionWas 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.
TagsNo tags attached.

Activities

BadgerBadger

Jan 2, 2020 11:42 pm

manager   ~0055305

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.

Flypaste

Jan 3, 2020 1:55 am

reporter   ~0055306

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.

donblas

Jan 3, 2020 9:52 am

developer   ~0055310

Flypaste - Savegame?

Chris_McElligottPark

Jan 3, 2020 10:42 am

administrator   ~0055311

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.

Flypaste

Jan 12, 2020 3:25 am

reporter   ~0055512

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

Flypaste

Jan 12, 2020 3:26 am

reporter   ~0055513

lol apparently I can't mark it fixed, guess someone else has to do that

donblas

Jan 12, 2020 7:47 am

developer   ~0055516

Resolved is the right state. We’re good here.

Issue History

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