View Issue Details

IDProjectCategoryLast Update
0024240AI War 2Bug - GameplayDec 17, 2020 9:41 am
ReporterSigma7 Assigned ToChris_McElligottPark  
Severitymajor 
Status resolvedResolutionfixed 
Product Version2.705 Clarity, Refinement, and Performance 
Fixed in Version2.706 Selection And Regression Fixes 
Summary0024240: Multiplayer - Units auto-attacking AI Command Stations
DescriptionThe 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.
TagsNo tags attached.

Activities

Arides

Dec 17, 2020 6:35 am

reporter   ~0060025

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?

Chris_McElligottPark

Dec 17, 2020 8:41 am

administrator   ~0060027

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.

Chris_McElligottPark

Dec 17, 2020 9:41 am

administrator   ~0060029

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.

Issue History

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