View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023670 | AI War 2 | Bug - Gameplay | Sep 8, 2020 1:38 pm | Sep 14, 2020 11:42 am | |
Reporter | crawlers | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.134 Searching For Planets | ||||
Fixed in Version | 2.504 Clarity And Fair Play | ||||
Summary | 0023670: Ship is regenerating while being shot at | ||||
Description | An exowar phoenix on Mullum is being shot at by counter-snipe turrets, but is regenerating shields while taking fire. I suspect this is because its allies outnumber local forces by quite a bit (2.31k strength vs 134) combined with the recent changes. I think ships that have been shot at in such circumstances should still gain some delay before their shields begin regenerating. Note: the save uses civilian industries, but this shouldn't have any impact. | ||||
Tags | No tags attached. | ||||
has duplicate | 0023708 | resolved | Chris_McElligottPark | Thunderchild Regenerating childs while being hit |
related to | 0023715 | resolved | Chris_McElligottPark | The "repair when drastically outnumber" skews deep strike raiding and exo-war unit balance (and possibly more) |
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Another save, with a flenser at Schaard. It is immune to attrition from anything that has less than 1.4k strength and can't pierce shields. |
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Wait, why isn't it okay if the AI is able to repair things when they outnumber their enemies, if the player is allowed to do it? I think if your engineers were repairing a golem of yours under similar circumstances, noone would bat an eye. |
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I don't believe those comparisons are exactly the same, but I do hear you. I speak of the 3% shield regeneration rather than external repair that goes along a limited rate - fixing a golem is slow, 3% shield regen on an exowar ship gets really wild, often millions of shield per second. This isn't an issue for smaller ships since they have rather low shields and percent regen isn't so powerful there. Say the AI somehow brought in a bunch of repair units to fix that ship like the player can. It would be manageable since the repair rate wouldn't be absolutely absurd and I could do something about the repair ships. |
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Thanks! * On September 6, we added the following: "QoL tweak for repair. Any ships on a planet where you outnumber the enemies 10 to 1, or the enemies have less that .2 strength are eligible to be repaired immediately. The previous rule was 'Any ships on a planet without enemies'" ** This now only applies to ships and structures of factions that are friendly to the humans. Any neutral or enemy factions will now use the old style of logic that existed prior to September 6th. ** This prevents the AI and Exos in particular from developing invincible shields when they have overwhelming firepower against you, among some other unintended consequences. |
Date Modified | Username | Field | Change |
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Sep 8, 2020 1:38 pm | crawlers | New Issue | |
Sep 8, 2020 1:38 pm | crawlers | File Added: 10_24_regen.save | |
Sep 8, 2020 1:38 pm | crawlers | File Added: 10_24_regen.savemet | |
Sep 8, 2020 1:55 pm | crawlers | File Added: 10_25_regen.save | |
Sep 8, 2020 1:55 pm | crawlers | File Added: 10_25_regen.savemet | |
Sep 8, 2020 1:55 pm | crawlers | Note Added: 0058404 | |
Sep 8, 2020 5:02 pm | BadgerBadger | Note Added: 0058406 | |
Sep 8, 2020 5:03 pm | BadgerBadger | Note Edited: 0058406 | |
Sep 8, 2020 8:53 pm | crawlers | Note Added: 0058407 | |
Sep 12, 2020 2:41 pm | crawlers | Relationship added | has duplicate 0023708 |
Sep 12, 2020 8:09 pm | Ovalcircle | Relationship added | related to 0023715 |
Sep 14, 2020 11:42 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 14, 2020 11:42 am | Chris_McElligottPark | Status | new => resolved |
Sep 14, 2020 11:42 am | Chris_McElligottPark | Resolution | open => fixed |
Sep 14, 2020 11:42 am | Chris_McElligottPark | Fixed in Version | => 2.504 Clarity And Fair Play |
Sep 14, 2020 11:42 am | Chris_McElligottPark | Note Added: 0058500 |