View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002580 | AI War 1 / Classic | Bug - Other | Jan 20, 2011 11:12 am | Jan 21, 2011 6:59 pm | |
Reporter | Valeran | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.072 | ||||
Fixed in Version | 4.073 | ||||
Summary | 0002580: Supply on planet with no command station, nor any adjacent | ||||
Description | I raided a planet that had an Advanced Science lab on it (Deepstriked with raid starships), then moved in my transports and was surprised to see them alive and well (was 4 jumps out of supply) once they arrived I saw that the intel summary said i had supply at this planet and the one nearby. My transports were not regen'ing any just sitting at the planet. After this i built a command station, and destroyed all AI building in system, then destroyed my command station, and it kept supplying me with supply. Attached are after the raid (before making any command stations there) and screen shots. (The save named OddSupplyBeforeRaid, is a mistake on my part. thought I had it from before the raid but must've been confused, i don't have any saves from before the raid) | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0002586 | new | Zenith Traders allow placement of items, without requiring supply |
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Just tried Scrapping(never blown up by AI) command stations on any planets and they keep on generating supply. Tried with multiple games (all from older versions played with current beta) and in each case a planet with no command station AI or Human was generating supply for the human player (on the intel summary at least). Another Screen Shot attached from another game. same issue. |
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Any planet without AI CC has supply for the player, even at the other end of the uni ... by default. It very much seems programmed like that, so I would say it is not a bug, but at most a design feature you might disagree with :) |
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No, it was not always like that. In fact, this seems to run contrary to the description of supply given in game (or was it in the wiki?). I'm saying its a bug. |
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How Does Supply Work? A: Mobile Builders, Space Docks and other Constructors, Resource Ships, Force Fields, and Turrets, all require supply. This means that they will only function if they are within 1 hop of a <<player-controlled planet>>. Even when they don't have supply, they can still move around, but they won't provide any other benefits. (from the wiki) Either the wiki needs to say neutral planet, or this is a bug. Because a neutral planet is not player controlled, imo. |
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I am not saying it works as intended, but I never experianced it working different from how it does now, which is that any planet without AI-CC has supply for the humans. Based on that I can only conclude that that is how it has been set up (also based on that I would find it hard to believe Chris/Keith havent noticed this in their own games). |
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Pretty sure that's a bug, you're not supposed to get supply just by breaking a command station, what's the point of colony ships then? |
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Taking the planet, getting some form of economy going there, supply towards still remaining AI planets .. it doesnt take any bit away from the purpose of the colony ships. |
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I'd assume it is a bug. Science vessels are also in this lot. I have 3 planets that shouldn't have supply, (they are more then 1 planet away from supply) and they are still capable of getting knowledge since I blew up the station on those worlds. I know a month or 2 ago it wasn't this way. |
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It wasn't like that before. You can get supply next to one of your planets, no further. I think it has something to do with deepstrike thingy... don't ask. |
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* Fixed a bug from the last few weeks where planets that were neutral were being counted as player planets for a variety of purposes (such as for providing supply). Not related to the deep striking, just an error from some of our various optimizations. Nice catch! |
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Stupid optimizations. What have they ever done for us, aside from making huge programs like this one from being pretty much unplayable to running pretty well. Bah. |
Date Modified | Username | Field | Change |
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Jan 20, 2011 11:12 am | Valeran | New Issue | |
Jan 20, 2011 11:12 am | Valeran | File Added: OddSupply.sav | |
Jan 20, 2011 11:14 am | Valeran | File Added: OddSupplyBeforeRaid.sav | |
Jan 20, 2011 11:15 am | Valeran | File Added: Screenshot_2011_01_20_10_50_48.png | |
Jan 20, 2011 11:16 am | Valeran | File Added: Screenshot_2011_01_20_10_51_45.png | |
Jan 20, 2011 11:18 am | Valeran | Description Updated | |
Jan 20, 2011 11:35 am | Valeran | Description Updated | |
Jan 20, 2011 11:54 am | Valeran | Note Added: 0009350 | |
Jan 20, 2011 11:55 am | Valeran | File Added: Other game.png | |
Jan 20, 2011 11:56 am | Valeran | Note Edited: 0009350 | |
Jan 20, 2011 2:18 pm | Red Spot | Note Added: 0009369 | |
Jan 20, 2011 7:31 pm | TechSY730 | Note Added: 0009403 | |
Jan 21, 2011 9:55 am | Valeran | Note Added: 0009488 | |
Jan 21, 2011 12:30 pm | Red Spot | Note Added: 0009493 | |
Jan 21, 2011 1:03 pm | KDR_11k | Note Added: 0009495 | |
Jan 21, 2011 1:22 pm | Red Spot | Note Added: 0009500 | |
Jan 21, 2011 1:51 pm | rustayne | Note Added: 0009504 | |
Jan 21, 2011 3:00 pm | c4sc4 | Relationship added | related to 0002586 |
Jan 21, 2011 3:17 pm | lyravega | Note Added: 0009510 | |
Jan 21, 2011 6:52 pm | Chris_McElligottPark | Note Added: 0009517 | |
Jan 21, 2011 6:52 pm | Chris_McElligottPark | Status | new => resolved |
Jan 21, 2011 6:52 pm | Chris_McElligottPark | Fixed in Version | => 4.073 |
Jan 21, 2011 6:52 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 21, 2011 6:52 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 21, 2011 6:59 pm | TechSY730 | Note Added: 0009520 |