View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0024240 | AI War 2 | Bug - Gameplay | Dec 17, 2020 1:09 am | Dec 17, 2020 9:41 am | |
Reporter | Sigma7 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.705 Clarity, Refinement, and Performance | ||||
Fixed in Version | 2.706 Selection And Regression Fixes | ||||
Summary | 0024240: Multiplayer - Units auto-attacking AI Command Stations | ||||
Description | The first real multiplayer game was rather jarring, with the significant ease at which enemy systems get captured. Steps to reproduce: 1. Host a multiplayer game, and have one client join. 2. Start game. 3. Activate Free-Roaming Defender (V) for the starting ships, and send them into an AI controlled system. (May be done by server or client.) Expected Result: * Assuming your attack force is stronger, the target system should be crippled, but the AIP-causing command station remains intact. Actual Result: * Some of the ships will attack and destroy the AI Command Station. This is especially the case with sniper-type units, which have infinite range. * Severity is major, as this causes unexpected results. | ||||
Tags | No tags attached. | ||||
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Note: Old save games are working fine, ships are ignoring AIP granting structures. Weren't there some changes to map generation lately? Maybe the station get somehow generated incorrectly now? |
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I made some changes to the way that this sort of thing is checked in general; I wonder if this is maybe a bug with the planetbool options. This is likely also a problem in SP. |
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Thanks! * Fixed a couple of bugs in the prior version that were causing the planet faction boolean flags to sometimes not be read properly, or come out inverted. This was often leading to things like player ships attacking AI command stations without orders to do so. This should now be solved for any existing savegames and new ones. ** While we were at it, we discovered that the ability to set a planet to be avoided by player ship pathfinding was improperly handled for multiplayer games, and so only the host would have been able to use that function and have it stick. Now it will work for any player. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 17, 2020 1:09 am | Sigma7 | New Issue | |
Dec 17, 2020 6:35 am | Arides | Note Added: 0060025 | |
Dec 17, 2020 8:41 am | Chris_McElligottPark | Note Added: 0060027 | |
Dec 17, 2020 9:41 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 17, 2020 9:41 am | Chris_McElligottPark | Status | new => resolved |
Dec 17, 2020 9:41 am | Chris_McElligottPark | Resolution | open => fixed |
Dec 17, 2020 9:41 am | Chris_McElligottPark | Fixed in Version | => 2.706 Selection And Regression Fixes |
Dec 17, 2020 9:41 am | Chris_McElligottPark | Note Added: 0060029 |