View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0024009 | AI War 2 | Gameplay Issue | Oct 19, 2020 6:26 pm | Dec 16, 2020 3:21 pm | |
Reporter | GreatYng | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.617 Calming For The Nerves | ||||
Fixed in Version | 2.705 Clarity, Refinement, and Performance | ||||
Summary | 0024009: Raid Engine does not trigger on planet assault; planetary alert level doesn't stay high enough | ||||
Description | I appreciate that Raid Engines no longer trigger based on the single cloaked engineer I always send in first to make sure a planet didn't gain an Eye when I wasn't looking, but I think something is a bit off. In the 'Unraid Engine' save I sent my 28-ish strength fleets against a planet with 68 strength worth of defenders so it's not exactly overwhelming strength, but I had more than enough time to hack it into destruction without triggering it. I'm easily able to take the planet after building a few turrets. The Raid Engine never triggered. No High Readiness at any point. In 'Unraid Engine 2' I took the planet next door (which I didn't take in the previous save because I assumed it would cause the planet to definitely go to the highest alert level) and no matter what I did it didn't trigger on me. I did notice the timer was at 102 seconds so it must have tried to launch a raid against some player-allied zombies (which obviously failed). I briefly saw the planet be at High Readiness before I moved my fleets in. Even after eliminating all hostile forces on the planet with the Raid Engine (in 'Unraid Engine 3') it never started counting down, because the planet never reached the highest alert level. There are other planets next to planets I own that are at high alert (and at least one that's still on distant readiness even though I own the planet next to it). Upon reloading this save I noticed the planet is now on High Readiness, but as soon as I move my primary fleet (hotkey '1') over to it, it goes to General Readiness from High Readiness. I do still own the neighbouring planet in this save. | ||||
Tags | No tags attached. | ||||
related to | 0024124 | resolved | Chris_McElligottPark | Raid engine never actually counts down and sends wave |
|
|
|
I've experienced the same bug. The Raid Engine stays at one. |
|
I've noticed this, too. Raid Engines pop up an alert, as if about to start a raid, but the timer doesn't actually tick down. |
|
I don't think that raid engines ever trigger anymore, at least against a player. I'm not sure why, but it's just a dead structure right now. Over the course of half of dozen games, every single raid engine did nothing but display a warning. |
|
Thanks! * Fixed a bug dating back to changes on October 9th, when the new AI sentinel readiness code was put in place. ** Essentially there was an oversight in the code that said "there are player forces here now, or there were within the residual timeframe for alerts to last" that let it just assign alert level 4 and then bypassed that and kept assigning a lower alert level based on other factors. ** This made it so that raids into territory not adjacent to your own would never trigger alert level 4, and it also made it so that raid engines would never count down their timers. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 19, 2020 6:26 pm | GreatYng | New Issue | |
Oct 19, 2020 6:26 pm | GreatYng | File Added: Unraid Engine 2.save | |
Oct 19, 2020 6:26 pm | GreatYng | File Added: Unraid Engine 3.save | |
Oct 19, 2020 6:26 pm | GreatYng | File Added: Unraid Engine.save | |
Oct 20, 2020 7:29 pm | Smidlee | Note Added: 0059352 | |
Oct 20, 2020 9:14 pm | Endovior | Note Added: 0059353 | |
Nov 16, 2020 8:10 pm | TechSY730 | Relationship added | related to 0024124 |
Nov 20, 2020 2:27 am | Arides | Note Added: 0059687 | |
Dec 16, 2020 3:21 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 16, 2020 3:21 pm | Chris_McElligottPark | Status | new => resolved |
Dec 16, 2020 3:21 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 16, 2020 3:21 pm | Chris_McElligottPark | Fixed in Version | => 2.705 Clarity, Refinement, and Performance |
Dec 16, 2020 3:21 pm | Chris_McElligottPark | Note Added: 0060010 |