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IDProjectCategoryLast Update
0003070AI War 1 / ClassicBug - OtherMar 22, 2011 11:45 pm
ReporterFunnyMan Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version5.003 
Fixed in Version5.006 
Summary0003070: Regen golems can resurrect force fields
DescriptionWhile playing in a system with a Regen Golem and some Mark I force fields, I noticed that some of my force fields had inexplicably moved halfway across the system, next to the Regen Golem. The only conclusion I can reach is that the golem resurrected them when they were killed.

This is bad for a few reasons:

1. Force fields are support structures, albeit mobile ones. Having the golem, which can resurrect ships, resurrect them is completely unintuitive.
2. Force fields move so slowly that it's often faster to destroy them and rebuild them on the other side of the system. Having them resurrected at a central point is thus counterproductive.
3. One of the main advantages of force fields is that they have a massive health for their resource cost. With a regen golem present, this becomes an extreme liability! The force field, which is cheap, will be resurrected with the golem's health, which is vastly more expensive.

It's possible that other mobile structures, like fortresses, may share this behaviour. By point 1 (and possibly 2), they should also be fixed to not resurrect at regen golems.
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FunnyMan

Mar 18, 2011 10:46 pm

reporter   ~0011168

I've just seen a Fortress Mark III resurrected by a Regen Golem, so this does indeed apply to forts as well.

Sunshine

Mar 21, 2011 1:39 pm

reporter   ~0011183

... I feel like there is something very abuseable that can be done here...

... and I think I know what it is, but I'm not going to say. Need to test this out first.

Draco18s

Mar 21, 2011 5:14 pm

developer   ~0011195

The only abuse I can see here is stacking FFs on top of the regen golem and having it wade into enemy territory assisted by a fleet of engineers.

You'd nee [i]massive[/i] resource income to have any benefit, however. On the order of 20 or 30 Omega Devices.

Sunshine

Mar 22, 2011 10:31 am

reporter   ~0011214

I'm not going to get a chance to test this soon actually, so it actually has to do with Spirecraft. Mk1 rams have 2 million hitpoints, how would you like to get 50 free mk1 rams? Or a bunch of free martyrs? Some free Shieldbearers? Irreplaceable units that can be replaced. Does this even work?

Would a regen golem be able to respawn other golems that have less HP than it, like anything that's not an Armored Golem?

Draco18s

Mar 22, 2011 10:38 am

developer   ~0011215

Remember that they aren't [i]free[/i]. You still have to pay the cost of waking up the golem, which isn't that cheap.

FunnyMan

Mar 22, 2011 3:42 pm

reporter   ~0011221

Autobombs self-destructing don't count as being destroyed, so the rams probably won't be rezzed either. I think you're right about golems, but that seems like a perfectly kosher unit combo to me: the regen golem takes a massive health hit to keep another golem alive. I'm not familiar enough with the other Spire tech to have an opinion either way.

Stacking FFs on top of a regen golem isn't going to work terribly well, because rezzing another unit counts as combat damage, so the golem can't be repaired for a few seconds. So it'll lose health faster than you can repair it. And if you're stacking FFs and have engineers anyway, why not just bring a mobile builder and reconstruct them? It'd be cheaper, and you can use the builder anywhere the FFs can work (i.e. in supply).

Red Spot

Mar 22, 2011 5:25 pm

reporter   ~0011236

Last edited: Mar 22, 2011 5:28 pm

Wether you build an automated piece of machinery that acts as a static device or an automated piece of machinery that actually also acts as a mobile device, while both are, doesnt make much difference in wether the regen-golem should be able to ressurect it.
Vehicle = vehicle.

edit: what I in effect am trying to say; when you end up letting an FF get ressurected that is a situation you allowed to evolve, not the games random nature. It is your resources that will be wasted as a penalty of poor planning. I like those sort of 'rewards' :)

Chris_McElligottPark

Mar 22, 2011 11:45 pm

administrator   ~0011301

Thanks!

* Guard posts, fortresses, superfortresses, force fields, and exo-shields are all now immune to regeneration from regenerator golems/trains.

Issue History

Date Modified Username Field Change
Mar 18, 2011 5:43 pm FunnyMan New Issue
Mar 18, 2011 10:46 pm FunnyMan Note Added: 0011168
Mar 21, 2011 1:39 pm Sunshine Note Added: 0011183
Mar 21, 2011 5:14 pm Draco18s Note Added: 0011195
Mar 22, 2011 10:31 am Sunshine Note Added: 0011214
Mar 22, 2011 10:38 am Draco18s Note Added: 0011215
Mar 22, 2011 3:42 pm FunnyMan Note Added: 0011221
Mar 22, 2011 5:25 pm Red Spot Note Added: 0011236
Mar 22, 2011 5:28 pm Red Spot Note Edited: 0011236
Mar 22, 2011 11:45 pm Chris_McElligottPark Note Added: 0011301
Mar 22, 2011 11:45 pm Chris_McElligottPark Status new => resolved
Mar 22, 2011 11:45 pm Chris_McElligottPark Fixed in Version => 5.006
Mar 22, 2011 11:45 pm Chris_McElligottPark Resolution open => fixed
Mar 22, 2011 11:45 pm Chris_McElligottPark Assigned To => Chris_McElligottPark