View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002543 | AI War 1 / Classic | GUI | Jan 18, 2011 8:26 pm | Mar 23, 2011 6:18 pm | |
Reporter | Prezombie | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Summary | 0002543: Devourer Golem locatable on galaxy map in never-visited planets | ||||
Description | For some reason, when the the Devourer golem is in unvisited territory, it makes every planet neighboring the one it's on, and it's current planet, a small red star, rather than a small white star. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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The red star indicates that the AI planet there is on increased alert. Because of the better responsiveness of the AI with non-human enemies in recent version, is putting the planets into alert necessary anymore? EDIT: And can something be done about the constant insane firepower it adds to threat even if it is far away from any human planet? |
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I think the original thinking was that, because the Golem is eating all the AI ships on the planet, if the planet is not on alert (and therefore not reinforcing), it's going to leave a messload of undefended AI planets in its wake. A problem, however, is the AI tends to send in lots of MkV ships to reinforce the planets the Golem has been on (or rather, those are the only ships that stick), which makes the AI reinforcements from the Golem's passing much more problematic than the Golem itself, which is easily avoidable. Maybe it would be better to make the alert state of a planet unknown until the planet is scouted? That would make Golem location not noticeable until it enters your area of knowledge. |
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Maybe "alert level" can be hidden until ANY one of these conditions are met: a) the planet has been scouted (or is currently being scouted for extra fog of war) b) the planet is adjacent to a human planet (as you know that is always the case anyways) c) the planet is adjacent to a neutral planet (same reasoning as b) d) a human has sent enough military to put the current planet on alert, so you know the adjacent planets are alert too, and thus should be marked as well |
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B, C, and D are usually conditional on A. B is the only one that wouldn't be conditional at all times, and that only counts when you start the game right off. |
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True, but it still is good to cover obvious cases that are usually but not guaranteed to be covered by another case. |
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This is as intended, and I don't want to hide alert level. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 18, 2011 8:26 pm | Prezombie | New Issue | |
Jan 18, 2011 8:30 pm | TechSY730 | Note Added: 0009135 | |
Jan 18, 2011 8:31 pm | TechSY730 | Note Edited: 0009135 | |
Jan 18, 2011 9:04 pm | Sunshine | Note Added: 0009141 | |
Jan 18, 2011 9:08 pm | TechSY730 | Note Added: 0009143 | |
Jan 18, 2011 9:11 pm | TechSY730 | Note Edited: 0009143 | |
Jan 18, 2011 9:15 pm | Sunshine | Note Added: 0009145 | |
Jan 18, 2011 9:19 pm | TechSY730 | Note Added: 0009148 | |
Mar 23, 2011 6:18 pm | Chris_McElligottPark | Note Added: 0011356 | |
Mar 23, 2011 6:18 pm | Chris_McElligottPark | Status | new => closed |
Mar 23, 2011 6:18 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 23, 2011 6:18 pm | Chris_McElligottPark | Resolution | open => won't fix |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Bug - UI => GUI |