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IDProjectCategoryLast Update
0002976AI War 1 / ClassicBug - OtherJun 20, 2011 9:32 am
ReporterArcDM Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version5.002 
Summary0002976: Neinzul Rocketry Corps not using Warheads
DescriptionThe planet is on alert but the Corps do absolutely nothing.
Even after capturing it; nothing, for atleast 4 hours now.

I'm playing with don't show unexplored planets, epic speed, and low caps.
(This shouldn't affect it but any info helps).

For the save: you should see the planet in question in the bottom-right part of the map (surrounded by mostly neutral planets).
TagsNo tags attached.
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TechSY730

Feb 28, 2011 5:34 pm

reporter   ~0010847

How long has that planet been on alert? I thought the chance of it doing something is quite low when the planet is on alert. Not being on alert mean a 0% chance of it doing something, but that doesn't mean you will see anything anytime soon if they are on alert.

Orelius

Feb 28, 2011 7:33 pm

reporter   ~0010849

It's possible that missiles have already been fired and you just didn't notice it. Could you upload a save, please?

ArcDM

Feb 28, 2011 8:27 pm

reporter  

ArcDM-Debug-002.sav (1,058,171 bytes)

Chris_McElligottPark

Mar 23, 2011 10:25 pm

administrator   ~0011403

Can anyone confirm anything on this one?

gamewarlord777

Mar 23, 2011 11:02 pm

reporter   ~0011408

yes

TechSY730

Mar 23, 2011 11:07 pm

reporter   ~0011411

Any love for the friendly nienzul enclaves that are also not spawning? 0002801

Chris_McElligottPark

Mar 23, 2011 11:10 pm

administrator   ~0011414

Keith, then I'll toss these to you, as this was your thing.

zoutzakje

Mar 24, 2011 12:58 pm

reporter   ~0011430

I can confirm this too. Description says it should fire a warhead about every 15 mins (1 quarter of an hour) when on alert... But I was busy neutering an adjacent planet which took me at least 20-25 mins, and I didn't get a single warhead my way.
also, do we get a warning everytime a warhead fires? If not, I like to see this happen.

Sunshine

Mar 25, 2011 11:08 pm

reporter   ~0011478

Last edited: Mar 25, 2011 11:10 pm

I can actually debunk this. I had a mk3 lightning warhead launched at me by a NRC silo. I do not have a save to prove this though, and I don't think it actually did anything - are human ships set to autotarget NRC warheads? If so, my fortress probably shot it down long before it could've done any actual damage. I also do not know how many warheads have actually been launched at me, or how many will be in the future.

Edit: I am going to make another plug for NRC silos to have a very small chance of launching mk1 (and a much, much smaller chance of launching mk2) nukes. You think the NRC isn't working? Leave the planet intact at your own peril... :D

Edit2: Yes, there is a warning of some sort when there's a warhead around - I think only when it's on your planet? I remember seeing a warning of some kind, but it was so brief... probably because my fortress shot the warhead to pieces, I'm guessing.

keith.lamothe

Mar 26, 2011 9:25 am

administrator   ~0011485

There are warnings, and your ships do auto-target the warheads. Meaning that if you have your wormholes covered fairly well the damage should be localized to them, unless it's one of the rare EMPs.

And the nukes are tempting, but that goes a bit beyond the amount of pain that would be fair to inflict from a minor faction (as opposed to an AI plot) because there really is no way to shut one of these silos down once you've taken a planet in its alert range. And endless (albeit intermittent) stream of nukes is a bit much unless you really asked for it ;)

Sunshine

Mar 26, 2011 2:25 pm

reporter   ~0011490

Destroying a command center on the NRC planet disables the NRC silo, right? Because the planet is no longer on alert in that case.

What's the probability of an EMP anyway?

Can you make separate minor factions for NRC? "Neinzul Rocketry Command" and "Neinzul Nuclear Command" kind of like how the Golems/Spirecraft are split up? Wouldn't be able to enable both at the same time, but it would certainly make for an interesting game for those of us who do enjoy crazy times in AI War.

keith.lamothe

Mar 26, 2011 4:44 pm

administrator   ~0011492

Actually once the AI command station on the NRC's planet or any of its adjacent planets is destroyed, the NRC is permanently on alert for the rest of the game. At least, that's the intent.

And the EMP is roughly a 1/15 chance, so on average 1 every 3 hours and 45 minutes, per silo.

keith.lamothe

Jun 20, 2011 9:32 am

administrator   ~0012494

In for 5.011:

* Fixed a bug where lightning and armored warheads were following the unit-cap-scale.
** One of the side effects of this is that some Neinzul Rocketry Corps silos (only the lower-mark ones, and only on low or normal caps) were "scaling down" to a maximum internal capacity of zero, effectively making them Neinzul Rocketry Bricks. No longer.

Thanks!

Issue History

Date Modified Username Field Change
Feb 28, 2011 4:38 pm ArcDM New Issue
Feb 28, 2011 5:34 pm TechSY730 Note Added: 0010847
Feb 28, 2011 7:33 pm Orelius Note Added: 0010849
Feb 28, 2011 8:27 pm ArcDM File Added: ArcDM-Debug-002.sav
Mar 1, 2011 2:15 pm ArcDM Summary Neinzul Rocketry Corps not using missiles => Neinzul Rocketry Corps not using Warheads
Mar 1, 2011 2:15 pm ArcDM Description Updated
Mar 23, 2011 10:25 pm Chris_McElligottPark Note Added: 0011403
Mar 23, 2011 10:25 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 23, 2011 10:25 pm Chris_McElligottPark Status new => feedback
Mar 23, 2011 11:02 pm gamewarlord777 Note Added: 0011408
Mar 23, 2011 11:07 pm TechSY730 Note Added: 0011411
Mar 23, 2011 11:10 pm Chris_McElligottPark Note Added: 0011414
Mar 23, 2011 11:10 pm Chris_McElligottPark Assigned To Chris_McElligottPark => keith.lamothe
Mar 23, 2011 11:10 pm Chris_McElligottPark Status feedback => acknowledged
Mar 24, 2011 12:58 pm zoutzakje Note Added: 0011430
Mar 25, 2011 11:08 pm Sunshine Note Added: 0011478
Mar 25, 2011 11:09 pm Sunshine Note Edited: 0011478
Mar 25, 2011 11:10 pm Sunshine Note Edited: 0011478
Mar 26, 2011 9:25 am keith.lamothe Note Added: 0011485
Mar 26, 2011 2:25 pm Sunshine Note Added: 0011490
Mar 26, 2011 4:44 pm keith.lamothe Note Added: 0011492
Jun 20, 2011 9:32 am keith.lamothe Note Added: 0012494
Jun 20, 2011 9:32 am keith.lamothe Status acknowledged => resolved
Jun 20, 2011 9:32 am keith.lamothe Resolution open => fixed