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IDProjectCategoryLast Update
0002402AI War 1 / ClassicBug - OtherJan 12, 2011 12:21 pm
ReporterBobTheJanitor Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.065 
Summary0002402: AI Eye Ships not doing anything
DescriptionIn 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.
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BobTheJanitor

Jan 12, 2011 12:51 am

reporter  

game 3.sav (212,879 bytes)

Vornicus

Jan 12, 2011 4:33 am

reporter   ~0008330

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.

BobTheJanitor

Jan 12, 2011 9:25 am

reporter   ~0008334

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.

Varone

Jan 12, 2011 11:48 am

reporter   ~0008345

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.

Chris_McElligottPark

Jan 12, 2011 11:49 am

administrator   ~0008346

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!

keith.lamothe

Jan 12, 2011 12:20 pm

administrator   ~0008351

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.

Chris_McElligottPark

Jan 12, 2011 12:21 pm

administrator   ~0008354

Well -- thanks!

Issue History

Date Modified Username Field Change
Jan 12, 2011 12:51 am BobTheJanitor New Issue
Jan 12, 2011 12:51 am BobTheJanitor File Added: game 3.sav
Jan 12, 2011 4:33 am Vornicus Note Added: 0008330
Jan 12, 2011 9:25 am BobTheJanitor Note Added: 0008334
Jan 12, 2011 11:48 am Varone Note Added: 0008345
Jan 12, 2011 11:49 am Chris_McElligottPark Note Added: 0008346
Jan 12, 2011 11:49 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 12, 2011 11:49 am Chris_McElligottPark Status new => confirmed
Jan 12, 2011 12:20 pm keith.lamothe Note Added: 0008351
Jan 12, 2011 12:20 pm keith.lamothe Status confirmed => resolved
Jan 12, 2011 12:20 pm keith.lamothe Resolution open => fixed
Jan 12, 2011 12:21 pm Chris_McElligottPark Note Added: 0008354