View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002867 | AI War 1 / Classic | Bug - Other | Feb 19, 2011 12:10 am | Mar 23, 2011 12:24 pm | |
Reporter | Draco18s | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.000 | ||||
Fixed in Version | 5.007 | ||||
Summary | 0002867: Zombies Patrol, Not Attack | ||||
Description | Screenshot shows some 400+ zombies patrolling through one planet (in red; owned by my ally). These zombies use the same logic as Resistance ships, rather than doing what the botnet golem says they do, which is to seek out AI systems. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0002719 | resolved | Chris_McElligottPark | Allow zombies, Dyson gattlings, human resistance ships, and other patrolling ships to aid attacks |
related to | 0002764 | closed | Chris_McElligottPark | Dyson gatling spam |
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Agreed, the new logic for "ships not under any player's control but doesn't have any direct orders" (that is, aggressively patrol the cluster of friendly planets they are on, even if they have more than enough to go on the attack) needs revisiting. |
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We had so many zombie frigates (mostly frigates) that some 30 Hybrids were [i]retreating[/i] from the AI planet they were on (and not attacking us). |
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The same applies to Dyson spawn. I had hundreds of gatlings patrolling my systems in one game. That's a major CPU hog as well. |
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And your systems are so well defended you can do whatever you want with your fleet. My game's about to have a ton of dyson gatlings too. Freed it sometime late last night. |
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* Previously, allied minor faction and zombie ships would just patrol around player planets endlessly, which was helpful for defense, but problematic for two reasons: first, that it could cause massive amounts of slowdown after many hours of them stacking up, and second, that it could cause massive buildups of AI stalkers, who never dare to attack the planets with so many defenders, which leads to something akin to stalemate situations. ** Thus the allied minor faction and zombie logic has been adjusted as follows: *** Neutral planets are now considered the same as allied planets, and the ships will patrol to them like any others. *** If there are more than about 100 of AI threat ships on an adjacent planet, the ships will also patrol to that planet to clean them off. *** If the human-allied team has more than a token military force (more than about 10 ships) on a planet, then these ships will patrol to there, to help aid in that attack. **** This allows for small raids to still happen with raid starships or whatever without assistance from these minor factions, but it enlists their help for larger-scale engagements. |
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Awesome changes. Might need some tweaking, but from here it looks good (can't think of why it might fail or be non-desirable, but I can accept that there might be situations). |
Date Modified | Username | Field | Change |
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Feb 19, 2011 12:10 am | Draco18s | New Issue | |
Feb 19, 2011 12:10 am | Draco18s | File Added: Screenshot_2011_02_18_22_00_31.png | |
Feb 19, 2011 12:32 am | TechSY730 | Note Added: 0010488 | |
Feb 19, 2011 12:32 am | TechSY730 | Relationship added | related to 0002719 |
Feb 19, 2011 12:39 am | Draco18s | Note Added: 0010490 | |
Feb 19, 2011 2:06 am | KDR_11k | Note Added: 0010493 | |
Feb 19, 2011 11:12 am | Draco18s | Note Added: 0010516 | |
Mar 23, 2011 11:12 am | Chris_McElligottPark | Relationship added | related to 0002764 |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Note Added: 0011332 | |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Status | new => resolved |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Fixed in Version | => 5.007 |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Resolution | open => fixed |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 23, 2011 12:24 pm | Draco18s | Note Added: 0011340 |