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|ID||Project||Category||Date Submitted||Last Update|
|0002402||AI War||[All Projects] Bug - Other||Jan 11, 2011 11:51 pm||Jan 12, 2011 11:21 am|
|Fixed in Version|
|Summary||0002402: AI Eye Ships not doing anything|
|Description||In my game tonight, I had an AI Eye on a planet I was taking that was spawning ships that then just sat there, stacked on top of the Eye. They didn't do anything, even after I had taken the world. They were under a force field, and it seemed like they didn't actually wake up until the force field was chipped down to the point that they were no longer protected, then they acted normally. I'm assuming this isn't intended behavior. I'm attaching a save that is after the Eye is dead but before I broke through the force field that will hopefully show what I'm talking about.|
|Tags||No tags attached.|
|Attached Files||game 3.sav [^] (212,879 bytes) Jan 11, 2011 11:51 pm|
Jan 12, 2011 3:33 am
This is force field behavior. as of 4.065, AI ships under a force field won't move until they're no longer under the force field.
On the one hand, this means that you can pile in huge heaps of ships to take the planet again -- but in doing so, you're making that pile under the force field bigger and more dangerous the whole time. And since force field immune critters tend not to do that much damage, you're going to be fighting with it a while!
If it needs a fix -- and I'm not sure it does -- the fix is either "Don't spawn AI Eyes next to FFs" or "AI Eye critters may break FF discipline" and I'm not sure I like the results of either one. AI Eye + FF requires a different set of tactics than just an AI Eye or just an FF, and increasing tactical variety via emergent behavior sounds like a Good Thing to me.
Jan 12, 2011 8:25 am
|Oh! I totally missed that patch note. Interesting. Although it would seem to lead to a situation where, depending on what's under the force field, you'd be better off never destroying it and just leaving the AI ships there indefinitely.|
Jan 12, 2011 10:48 am
|Then the AI ships under a forcefield should have a clause that if the planet they are on becomes Neutral/Human then they are then freed, unless they have that already.|
Jan 12, 2011 10:49 am
|Thanks for the save -- this is definitely part of the new forcefield behavior's set of unintended bugs. For one thing, ships aren't taking time to "settle" when they are under a forcefield (and thus not stack), and for another the zombies and minor factions really need to be exempt from this. I'll fix this later today -- thanks!|
Jan 12, 2011 11:20 am
There's still that settling thing, I'll leave that for you Chris since I don't concretely understand what's going on, but the AI Eye part should be done now :)
* The "don't move if under a strong forcefield" logic for AI units now no longer applies to minor-faction or zombie units that happen to have the same player number as AI units.
Jan 12, 2011 11:21 am
|Well -- thanks!|
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
|Supporters:||No one explicitly supports this issue yet.|
|Opponents:||No one explicitly opposes this issue yet.|
|Jan 11, 2011 11:51 pm||BobTheJanitor||New Issue|
|Jan 11, 2011 11:51 pm||BobTheJanitor||File Added: game 3.sav|
|Jan 12, 2011 3:33 am||Vornicus||Note Added: 0008330|
|Jan 12, 2011 8:25 am||BobTheJanitor||Note Added: 0008334|
|Jan 12, 2011 10:48 am||Varone||Note Added: 0008345|
|Jan 12, 2011 10:49 am||x4000||Note Added: 0008346|
|Jan 12, 2011 10:49 am||x4000||Assigned To||=> x4000|
|Jan 12, 2011 10:49 am||x4000||Status||new => confirmed|
|Jan 12, 2011 11:20 am||keith.lamothe||Note Added: 0008351|
|Jan 12, 2011 11:20 am||keith.lamothe||Status||confirmed => resolved|
|Jan 12, 2011 11:20 am||keith.lamothe||Resolution||open => fixed|
|Jan 12, 2011 11:21 am||x4000||Note Added: 0008354|
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