View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002378 | AI War 1 / Classic | Suggestion - New Unit Ideas - Golems | Jan 11, 2011 11:33 am | Jan 13, 2011 9:17 pm | |
Reporter | chmjs | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.065 | ||||
Summary | 0002378: Option to disallow engineers from fixing broken golems. | ||||
Description | At present when a system with a broken Golem is liberated engineers will automatically fix any broken Golems. During the early phases when resources are tight this drain can become cumbersome. Would it not be better to allow broken Golems to only be repaired if you manually assign engineers to them? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0002254 | closed | keith.lamothe | Engineers healing golems by default |
related to | 0002397 | resolved | keith.lamothe | Engineers still auto-repair Golems on FRD (or just through proximity) |
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There's a box in control menu which makes them ignore all low-power stuff. Aside from that, this is most probably due to Golems being counted as ships, rather than buildings (before metamorphosis) |
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Yes I am not sure if this is a problem worth considering. Do engineers still fix them if they are low power as they do loose health over time. |
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This discussion on the forum is quite informative. Re: The resource vacuum that are golems. « Reply 0000004 on: Today at 11:19:02 AM » Reply with quoteQuote They still repair them even when they're on low-power mode. In my opinion, as they're counted as ships rather than "buildings", they're getting repaired even on low power mode. However, there's an option for engineers in control menu, which makes them ignore low-power stuff. Re: The resource vacuum that are golems. « Reply 0000005 on: Today at 11:49:18 AM » Reply with quoteQuote ^^^^ Right, that's exactly what I'm talking about. Right now you can set your engineers to ignore low power units, which means they won't try to build broken golems, but they also won't repair your active golems without specific directions. (Unless you leave your golems on all the time, which with their self-attrition becomes a pointless resource drain) It's not a fix, it just shifts the micro-management from keeping them off a broken golem to keeping them on a fixed one. It's less problematic to do it that way, but it's still a slight aggravation. |
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Maybe a golem shouldn't lose health if it is stationary and not firring on anything. |
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hmmm that might make them too powerful. |
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I think counting the broken form of a golem as a "building" so that engineers will never repair it if in low power mode (even with engineers ignore low power ships turned OFF) would be nice. I don't know if that is possible without giving broken golems a self-building rate, though. |
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No self-attrition on planets with supply and no enemy presence on it might help the resource drain of active golems. |
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Any attrition-free activity is going to buff the Hive Golem massively. Currently the cost for its power is pretty high since every wasp it makes costs a bit of health indirectly. It only has to go into enemy territory very briefly to dump its payload which then proceeds to cut down most AI ships in the target system, if it was able to build up those wasps without being attritioned you could wipe out systems for almost zero cost. |
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Golems have "Do not attrition when in low power." For Hive Golems, you can keep them in low power after they've built all their wasps, power them on briefly when they hit the enemy system, and then power it off and run away until you want it to start rebuilding. For Hive Golems, the whole point is that their main strength is in building those wasps, so of course they should attrition by building the wasps. |
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I can understand Hive Golem. What about others? When they're not doing anything, just sucking power? |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 11, 2011 11:33 am | chmjs | New Issue | |
Jan 11, 2011 11:36 am | lyravega | Note Added: 0008225 | |
Jan 11, 2011 11:43 am | chmjs | Note Added: 0008226 | |
Jan 11, 2011 11:56 am | chmjs | Note Added: 0008229 | |
Jan 11, 2011 12:02 pm | Shelly | Note Added: 0008230 | |
Jan 11, 2011 12:15 pm | chmjs | Note Added: 0008231 | |
Jan 11, 2011 12:28 pm | MaxAstro | Note Added: 0008235 | |
Jan 11, 2011 7:49 pm | lyravega | Note Added: 0008303 | |
Jan 11, 2011 9:52 pm | TechSY730 | Relationship added | related to 0002397 |
Jan 13, 2011 1:00 pm | Chris_McElligottPark | Status | new => resolved |
Jan 13, 2011 1:00 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 13, 2011 1:00 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jan 13, 2011 1:48 pm | Red Spot | Relationship added | duplicate of 0002254 |
Jan 13, 2011 1:48 pm | Red Spot | Relationship deleted | 0002254 |
Jan 13, 2011 1:48 pm | Red Spot | Relationship added | related to 0002254 |
Jan 13, 2011 2:11 pm | KDR_11k | Note Added: 0008432 | |
Jan 13, 2011 9:09 pm | Sunshine | Note Added: 0008438 | |
Jan 13, 2011 9:17 pm | lyravega | Note Added: 0008439 |