View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002801 | AI War 1 / Classic | Bug - Other | Feb 13, 2011 9:20 pm | Nov 18, 2012 7:10 pm | |
Reporter | TechSY730 | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.000 | ||||
Fixed in Version | 6.007 | ||||
Summary | 0002801: Friendly Nienzul enclaves not spawning | ||||
Description | Despite the mention of friendly Nienzul enclaves in the release notes, and no mention of their removal, I have seen 3 players (myself being one of them) confirming their noticeable lack of spawning. Either the friendly enclave spawning logic is bugged, or they were removed and that fact never got mentioned in the release notes. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I have to agree, in my 24+ hour game I have not seen them in the least. |
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Now 4 separate players confirming this as of this post. (No, I'm not going to keep a running track every-time someone else posts to agree) |
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Also, what about "hostile to all" enclaves? I have seen them, but they seem pretty rare. But then again, maybe they are spawning and dieing on distant planets where we never see them, but they still are fighting, so its hard to tell. |
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Hmmm. In the several 6hr games Ive had in the last weekend. I didnt see any either... |
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Can confirm in 20hours there has been no friendly enclaves. Hostile ones are fine though. |
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I've not seen one in a 25h game. I have previously seen some neutrals. |
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Haven't seen one in a 10 hour game. I do remember vaguely one that killed everything,. It was moving from a bordering AI planet to try to attack my own. |
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Yep, i also haven't seen one of this friendly guys long time ago. |
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Okay, people can stop confirming. With this many (lack of) observations over such long games over so many players, the evidence is quite strong that there is something wrong. This bug makes the enclaves an almost entirely AI beneficial minor faction, even though it was never intended to be. |
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This is one for Keith, I've never touched the enclaves. |
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Actually, it's working as designed right now (assuming the tooltips aren't telling you to expect friendly enclaves, I thought I fixed those). I intentionally removed logic allowing friendly enclaves to spawn some months ago because it was impossible to get their behavior to a point where people would stop complaining about them stupidly suiciding, etc. Hopefully we'll be able to find some decent logic for allied minor factions in general, and when that happens I can try to add these back in. |
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Can you set the friendly Enclaves to function under the current Minor Faction patrol logic while they have a full load? Add in some bits that say "if not a full load of ships, retreat to nearest friendly world," and then add in some other bits that say "if enemy on planet and load greater than x ships, release ships" |
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Keith, as you said you would bring this back later, I'm going to go ahead and mark this issue as suspended. Feel free to change it back if that would mess if your bookkeeping. |
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As a bandaid until the logic is implemented, could you have them be directly controlled? They would be like extremely small hive golems. |
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Actually, I agree that that would be a pretty cool thing as part of AI War 6.0 if there is time. As a general rule, people are almost NEVER happy with AI allies in any game. However, with the friendly enclaves, the way to handle that could be with them showing up as essentially "free reinforcements" for the human player, which is a cool and somewhat randomized bonus. |
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I don't think I've ever been upset by the Human Rebel Fighter ally AI. It hasn't always worked out perfect for me, but I'm always happy to see them, even if they do sometimes throw their lives away for a situation I have under control. |
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That makes one person. ;) In seriousness, quite a few people were not bothered by it. However, there was also an ongoing flood of complaints about it from people who were expecting a human standin, essentially. |
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I actually adore the HRF AI. Of course, I have been biased in favor of the resistance ever since they saved me during my first 7/7 game. The important part of the AI, that directs when they appear, is great. The other stuff the resistance does is just gravy. But, seriously, in the interim before the logic is developed, as a temporary solution, could you make them directly controlled? I ask this under the (perhaps naive) assumption that it would not take a lot of effort to do. (And if this is wrong, ignoring this request to work on other features would be fine by me) |
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These are coming back in 6.007 :) |
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YES!!!!! |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 13, 2011 9:20 pm | TechSY730 | New Issue | |
Feb 13, 2011 9:51 pm | Draco Cretel | Note Added: 0010333 | |
Feb 13, 2011 9:56 pm | TechSY730 | Note Added: 0010336 | |
Feb 13, 2011 9:57 pm | TechSY730 | Note Added: 0010337 | |
Feb 14, 2011 4:12 pm | RogueThunder | Note Added: 0010357 | |
Feb 14, 2011 5:27 pm | Varone | Note Added: 0010360 | |
Feb 14, 2011 7:08 pm | vinco | Note Added: 0010361 | |
Feb 17, 2011 2:37 pm | chemical_art | Note Added: 0010431 | |
Feb 17, 2011 2:38 pm | chemical_art | Note Edited: 0010431 | |
Feb 18, 2011 7:42 pm | AdmTolwin | Note Added: 0010471 | |
Feb 18, 2011 7:48 pm | TechSY730 | Note Added: 0010473 | |
Feb 21, 2011 9:25 pm | vinco | Note Edited: 0010361 | |
Mar 23, 2011 11:10 pm | Chris_McElligottPark | Note Added: 0011413 | |
Mar 23, 2011 11:10 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Mar 23, 2011 11:10 pm | Chris_McElligottPark | Status | new => acknowledged |
Mar 24, 2011 10:09 am | keith.lamothe | Note Added: 0011425 | |
Mar 24, 2011 1:02 pm | Sunshine | Note Added: 0011432 | |
Mar 24, 2011 9:58 pm | TechSY730 | Note Added: 0011443 | |
Mar 24, 2011 9:58 pm | TechSY730 | Resolution | open => suspended |
Aug 4, 2012 10:31 pm | Faulty Logic | Note Added: 0027376 | |
Aug 7, 2012 10:29 am | Chris_McElligottPark | Note Added: 0027430 | |
Aug 7, 2012 11:29 am | Hearteater | Note Added: 0027431 | |
Aug 7, 2012 11:41 am | Chris_McElligottPark | Note Added: 0027432 | |
Aug 7, 2012 6:33 pm | Faulty Logic | Note Added: 0027443 | |
Nov 18, 2012 6:21 pm | keith.lamothe | Internal Weight | => New |
Nov 18, 2012 6:21 pm | keith.lamothe | Note Added: 0029002 | |
Nov 18, 2012 6:21 pm | keith.lamothe | Status | acknowledged => resolved |
Nov 18, 2012 6:21 pm | keith.lamothe | Fixed in Version | => 6.007 |
Nov 18, 2012 6:21 pm | keith.lamothe | Resolution | suspended => fixed |
Nov 18, 2012 7:10 pm | TechSY730 | Note Added: 0029003 |