View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023612 | AI War 2 | Bug - Gameplay | Aug 29, 2020 12:23 pm | Aug 29, 2020 5:40 pm | |
Reporter | MasterGeese | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.129 No Shrooms For Ships | ||||
Fixed in Version | 2.130 Civilian Industries | ||||
Summary | 0023612: Plasma eye is constantly alerting on/off preventing me from killing it | ||||
Description | In the attached save, the plasma eye on Pure Big III is constantly switching from an alerted/non-alerted state, refreshing its health/shields every time. I vastly outnumber the AI on the planet, so it shouldn't be an issue with the ship count. | ||||
Tags | No tags attached. | ||||
related to | 0023607 | resolved | Chris_McElligottPark | AI Fort cannot be targeted |
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I'll copy and paste my comment from the other issue here: "As of right now, Eyes are glitching out because they work off strength. An alerted eye has 80-100 strength (not sure the exact amount) so when it activates, more often than not that alerted Eye has more strength than the non-AI forces on the planet. So it goes to sleep. But then the non-AI Forces are more powerful than the sleeping EYE, so the Eye wakes up. But the alerted Eye overpowers the non-AI forces on the planet..... It changes from alert and sleeping every second because of the above behavior. It also results in the Eye regaining health every time it transforms." |
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Bumped into this issue in my newest game. Makes the Eye practically indestructible and incapable of doing anything - at least until you get that 110+ fleet and manage to destroy it in its alerted state. Easiest fix would certainly be changing the alerted eye strength to 2, same as the non-alerted one. Maybe increase its strength a bit while at it, so it's not necessarily always active when you've cleaned the system. |
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The activated Eye needs to use the strength rating of it's deactivated form when calculating when to deactivate, so it won't keep turning on and off any more. |
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AFAIK since they are practically two different objects that spawn in/out, it's likely much easier to simply change the alerted Eye strength to be the same as non-alerted one. |
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Wow, okay, so the eyes need to definitely do a few things: 1. Stay in the alerted state for a minimum of X seconds, I'd stay. 2. Keep their health and shields when transforming, as a new feature, unlike most other units. |
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Thanks! Tested this and it does work in the next version. * Add a new time_must_have_been_on_planet_before_transforming_if_outnumbered_or_outnumbering, for use with transform_when_outnumbered and transform_when_outnumbering. ** This defaults to 0 seconds, which has been the behavior in the past. ** But now for all of the ships (mostly AI Eyes, but also some guardians) that use transform_when_outnumbering, it now has a value of 2. ** For those that use transform_when_outnumbered, it has a much higher value of 30, to keep them from downgrading their alertedness too easily. ** The AI eyes will still switch between alerted and unalerted status every so often in a general battle, since their alerted status increases the balance of battle in their favor so much, but now it won't be a constant thing and ships can continue targeting them in a reasonable fashion. * Additionally, previously anything that was transforming via one of those two methods was having its health and shields and cloaking points all reset to full. ** Now, however, when transformed via these two cases ONLY, it keeps the health and shields and cloaking point losses after transformation. ** This makes it so that battles with AI eyes are actually something you can win, even as they cycle back and forth between statuses. And in general this just makes sense, and is important on the dire guardians that use this same sort of mechanic, too. |
Date Modified | Username | Field | Change |
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Aug 29, 2020 12:23 pm | MasterGeese | New Issue | |
Aug 29, 2020 12:23 pm | MasterGeese | File Added: eye blinking.save | |
Aug 29, 2020 12:51 pm | Ovalcircle | Note Added: 0058252 | |
Aug 29, 2020 2:08 pm | Gdrk | Note Added: 0058253 | |
Aug 29, 2020 2:31 pm | GreatYng | Note Added: 0058254 | |
Aug 29, 2020 3:47 pm | Gdrk | Note Added: 0058256 | |
Aug 29, 2020 4:15 pm | Chris_McElligottPark | Relationship added | related to 0023607 |
Aug 29, 2020 4:17 pm | Chris_McElligottPark | Note Added: 0058267 | |
Aug 29, 2020 4:27 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Aug 29, 2020 4:27 pm | Chris_McElligottPark | Status | new => assigned |
Aug 29, 2020 5:40 pm | Chris_McElligottPark | Status | assigned => resolved |
Aug 29, 2020 5:40 pm | Chris_McElligottPark | Resolution | open => fixed |
Aug 29, 2020 5:40 pm | Chris_McElligottPark | Fixed in Version | => 2.130 Civilian Industries |
Aug 29, 2020 5:40 pm | Chris_McElligottPark | Note Added: 0058280 |