View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022681 | AI War 2 | Bug - Gameplay | Jan 21, 2020 6:32 am | Jan 21, 2020 3:20 pm | |
Reporter | Astilious | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.304 So You Like Combat Engineers? | ||||
Fixed in Version | 1.308 Mega Performance | ||||
Summary | 0022681: Nanocaust... issues | ||||
Description | There are a few things going on here, I don't know if this should be multiple reports: 1. The nanocaust are attacking my HW before 30 min. I gather they aren't supposed to do that. Though the game situation is... different (see 3). 2. I killed the nanocaust main hive and nothing changed. I'm actually not sure what is supposed to happen, but when I reloaded the game they all died, so I'm guess that was supposed to happen? Obviously this doesn't persist through saves, but if you load "Astilious 5", move the fleet on "Bal" over to the nanocaust base, unload nearby, run the transport away (nanocaust like to focus it) and focus the hive with everything else I was able to replicate the situation. Keep playing and nanocaust remains, reload and they die. 3. Not a bug, but I killed the nanocaust 10 base before 15m as seen in the "Astilious 5" save. This is under fairly ideal conditions from a player perspective, but maybe you'll want to make it tougher. 4. Are fireteams supposed to move faster than daggers even in regular combat? I understand giving them a speed boost to travel around the map with, but having that massive boost in combat situations seems excessive. | ||||
Tags | No tags attached. | ||||
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FYI I can confirm number 2. Also, they tend to not rebuild control centers nearly as well unless you just loaded the game, in which case they spam them. So I think something's wrong in the logic there. |
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Meant to say the second point there in Astilious' explanation. Not sure what happened with that completely unintended link. |
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I believe I've improved most of these cases. I also note that the Long Range Planning threads for the nanocaust on this map tend to get stuck/run extremely slowly, which might help account for why the nanocaust didn't come back to help their hive. |
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They come back pretty quick. The hive is just so weak that my fleet kills it in about 30s. Even super speed boosted fireteams aren't that fast. |
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I'll add some tankiness to the hive while I'm at it. |
Date Modified | Username | Field | Change |
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Jan 21, 2020 6:32 am | Astilious | New Issue | |
Jan 21, 2020 6:32 am | Astilious | File Added: Nanocaust HW Early.save | |
Jan 21, 2020 6:32 am | Astilious | File Added: Astilious 5.save | |
Jan 21, 2020 6:36 am | Strategic Sage | Note Added: 0055686 | |
Jan 21, 2020 6:39 am | Strategic Sage | Note Added: 0055687 | |
Jan 21, 2020 9:56 am | BadgerBadger | Note Edited: 0055686 | |
Jan 21, 2020 10:58 am | BadgerBadger | Assigned To | => BadgerBadger |
Jan 21, 2020 10:58 am | BadgerBadger | Status | new => resolved |
Jan 21, 2020 10:58 am | BadgerBadger | Resolution | open => fixed |
Jan 21, 2020 10:58 am | BadgerBadger | Fixed in Version | => 1.308 Mega Performance |
Jan 21, 2020 10:58 am | BadgerBadger | Note Added: 0055690 | |
Jan 21, 2020 3:14 pm | Astilious | Note Added: 0055696 | |
Jan 21, 2020 3:20 pm | BadgerBadger | Note Added: 0055697 |