View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003387 | AI War 1 / Classic | Bug - Other | May 9, 2011 11:11 pm | Jul 6, 2012 10:53 pm | |
Reporter | HTL2001 | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.010 | ||||
Fixed in Version | 5.037 | ||||
Summary | 0003387: Far-out zombies caused by player botnet golem + AI regenerator golem | ||||
Description | I just went to my galaxy view and saw a bunch of planets blinking to indicate fighting, 21 from my count. Several still have a zombie unit on them in the save attached, and they all seem to be in the normal "guards" area. I don't think they provoked the units (I was in the middle of a CPA at the time) It seems odd how this can happen, since all I have is a botnet golem and all of these zombies should be one-shot by it, so I have no idea how they are "marked for reclamation" | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
related to | 0006639 | resolved | keith.lamothe | Tractor and Eating Units Take what they are carrying with them when regenerated |
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my thought is that if your botnet hit a parasite or neinzul version does it have the option of capturing and zombifying a ship that would then capture more ships? i thought its ability was classed as a parasite attack so things immune to parasite wouldnt be hit but not sure if something got missed? |
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I thought anything that could deal reclamation was immune to reclamation. Either way these ships didn't live long and were things like missile frigates. I don't even think the AI has anything besides leach starships that can reclaim right now. I have my autosaves not overwrite so I'm going to see if this problem can be reproduced from the autosave just before this save and post it if so. |
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Alright I know what caused this now If my botnet golem is attacking ships that are on a planet with an AI regenerator golem, the respawn ships go to other planets, as zombies. |
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It's worse than just zombies, reclaimed ships from the AI time during this time will also be flung out into far out planets. |
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For 5.037: * Fixed a longstanding bug where a unit could both be reclaimed and regenerated, which would sometimes lead to an AI unit being reclaimed, zombified, and warped off somewhere deep in AI territory. Not great for threat management. ** Fixed a related bug where a unit that had swallowed other units or was tractoring other units would take them with them when regenerated. Now those units simply cannot be regenerated unless they have no such "load". Thanks :) |
Date Modified | Username | Field | Change |
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May 9, 2011 11:11 pm | HTL2001 | New Issue | |
May 9, 2011 11:11 pm | HTL2001 | File Added: zombies.sav | |
May 10, 2011 1:41 pm | motai | Note Added: 0012146 | |
May 10, 2011 7:53 pm | HTL2001 | Note Added: 0012152 | |
May 11, 2011 6:06 am | HTL2001 | Note Added: 0012155 | |
May 11, 2011 6:06 am | HTL2001 | Summary | Far-out zombies => Far-out zombies caused by player botnet golem + AI regenerator golem |
Mar 15, 2012 12:30 am | TechSY730 | Relationship added | related to 0006639 |
Mar 15, 2012 9:31 am | tigersfan | Internal Weight | => Fix Before Major Release |
Mar 15, 2012 9:31 am | tigersfan | Assigned To | => keith.lamothe |
Mar 15, 2012 9:31 am | tigersfan | Status | new => assigned |
Mar 23, 2012 11:09 pm | TechSY730 | Note Added: 0021207 | |
Jul 6, 2012 10:53 pm | keith.lamothe | Note Added: 0026426 | |
Jul 6, 2012 10:53 pm | keith.lamothe | Status | assigned => resolved |
Jul 6, 2012 10:53 pm | keith.lamothe | Fixed in Version | => 5.037 |
Jul 6, 2012 10:53 pm | keith.lamothe | Resolution | open => fixed |