View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002976 | AI War 1 / Classic | Bug - Other | Feb 28, 2011 4:38 pm | Jun 20, 2011 9:32 am | |
Reporter | ArcDM | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.002 | ||||
Summary | 0002976: Neinzul Rocketry Corps not using Warheads | ||||
Description | The 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). | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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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. |
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It's possible that missiles have already been fired and you just didn't notice it. Could you upload a save, please? |
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Can anyone confirm anything on this one? |
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yes |
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Any love for the friendly nienzul enclaves that are also not spawning? 0002801 |
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Keith, then I'll toss these to you, as this was your thing. |
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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. |
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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. |
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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 ;) |
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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. |
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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. |
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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! |
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 |