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IDProjectCategoryLast Update
0008990AI War 1 / ClassicBug - GameplayOct 18, 2016 10:31 pm
ReporterFaulty Logic Assigned Tokeith.lamothe  
Status resolvedResolutionreopened 
Product Version5.044 
Fixed in Version6.015 
Summary0008990: Cloaks from cloaker starships "blink"
DescriptionUpon entering a new world, or when some cloakers move away from the group (Hypothesis when the starship providing the cloak switches), the cloak turns off for a split second, despite other cloakers nearby. This is annoying, especially when nukes are involved...
TagsNo tags attached.
Internal WeightPolish Tweak

Activities

Faulty Logic

Mar 13, 2013 5:42 am

reporter   ~0031127

Last edited: Mar 14, 2013 4:05 am

Bump.

Now that the wrath lance can hit your cloaked fleet with obscene damage as the result of a blink, or the gravity drones can congregate, and subsequently interfere, its more important. Blinks also occur upon exit from transports.

This reached DODECAHEDRON levels of annoyance.

keith.lamothe

Mar 26, 2013 1:50 pm

administrator   ~0031394

Working on this currently. Can do what I can with my own test cases but if you have a specific one that you can attach here that would be helpful to make sure I don't just fix part of the problem and not all of it.

keith.lamothe

Mar 26, 2013 2:25 pm

administrator   ~0031396

Actually I think I got it pretty thoroughly, though your retesting it in 6.014 when that's out would be appreciated (by me; not by the AI, I'm sure) :

* Cloaking boosting (both the normal variety some cloaking ships can do for other cloaking ships, and the type the cloaker starship can do for all not-immune-to-cloaking units) now has a residual effect for at least 1 second after the boost goes away.
** This effectively prevents "cloak blinking" when escorting warheads through wormholes and so forth, where a unit with more than ample cloak-boosting support right next to it could still become very briefly uncloaked while the cloaker starships shuffled around.
** This also serves as a buff to cloak-boosting in general, for keeping scouts alive and whantot.

Faulty Logic

Mar 27, 2013 2:19 am

reporter   ~0031407

I have a specific test case: a transport unloads, while next to a cloaker starship (with sufficient boosting slots), causing a blink, which leads to other problems (heavy beam guardian kills the cloaker, grav drones come near the cloaker and eventually kill it upon decomposition). Save attached.

Faulty Logic

Mar 27, 2013 2:20 am

reporter  

1v2.sav (332,399 bytes)

Faulty Logic

Mar 27, 2013 2:29 pm

reporter   ~0031418

Last edited: Mar 27, 2013 2:35 pm

The transport unload case still causes a blink in 6.014.

Wormhole transits now work though, thanks.

keith.lamothe

Mar 27, 2013 4:22 pm

administrator   ~0031421

Oh, right. Transport unload.

Uncooperative electrons. *shakes fist*

keith.lamothe

Mar 27, 2013 4:52 pm

administrator   ~0031422

Ok, so in this case (transport unload) it's not that stuff that's already cloaked blinks, it's that stuff coming out of the transport starts out uncloaked even if the transport itself is cloaked and it's emerging into a region saturated by super cloaking coverage.

Right?

keith.lamothe

Mar 27, 2013 5:34 pm

administrator   ~0031423

Ok, for 6.015:

* Fixed several bugs with cloak-boosting in the last version.
** Also added a rule where something unloading from a cloaked transport is now also cloak-boosted for about 2 seconds so a nearby cloaker starship has a chance to pick it up for boosting and avoid a "blink".

Faulty Logic

Mar 27, 2013 6:43 pm

reporter   ~0031424

Thanks, it works now.

Thalone

Feb 28, 2016 10:58 pm

reporter   ~0045288

Cloaking in version 8.023 seems inconsistent and it seems to be a case of "blinking" as in this report. I have attached a save game (Warhead2) and procedure to illustrate this.

My warhead/cloaker group is bound to group 9. I load the game, hit 9 to centre on the warhead group, and send one of the cloakers through the wormhole. I triple-click a warhead to select all ten and send them through (though the same applies even if I send them through one by one). I have seen three different results:

*After the warheads warp, some number of them blink, and the nearby enemies fire upon them, and possibly kill some of them, causing AIP increase.
*The warheads blink, the nearby enemies fire, but they do no damage, and the warheads eventually recloak.
*The warheads don't blink.

Similar issues occur when loading a game where a cloaker is in enemy territory.

Thalone

Feb 28, 2016 10:58 pm

reporter  

Warhead2.sav (1,655,002 bytes)

tadrinth

Oct 18, 2016 10:31 pm

reporter   ~0045704

Also seeing some blinking with two Mark I cloakers and a bunch of Spirecraft Siege Towers. See 'Spire 2.51 mass sneaky.sav', go to Leeds and observe the spirecraft losing cloak on and off.

tadrinth

Oct 18, 2016 10:31 pm

reporter  

Issue History

Date Modified Username Field Change
Jul 19, 2012 7:42 pm Faulty Logic New Issue
Jul 20, 2012 8:58 am tigersfan Internal Weight => Polish Tweak
Jul 20, 2012 8:58 am tigersfan Assigned To => keith.lamothe
Jul 20, 2012 8:58 am tigersfan Status new => assigned
Mar 13, 2013 5:42 am Faulty Logic Note Added: 0031127
Mar 14, 2013 4:05 am Faulty Logic Note Edited: 0031127
Mar 26, 2013 1:50 pm keith.lamothe Note Added: 0031394
Mar 26, 2013 1:50 pm keith.lamothe Status assigned => feedback
Mar 26, 2013 2:25 pm keith.lamothe Note Added: 0031396
Mar 26, 2013 2:25 pm keith.lamothe Status feedback => resolved
Mar 26, 2013 2:25 pm keith.lamothe Fixed in Version => 6.014
Mar 26, 2013 2:25 pm keith.lamothe Resolution open => fixed
Mar 27, 2013 2:19 am Faulty Logic Note Added: 0031407
Mar 27, 2013 2:20 am Faulty Logic File Added: 1v2.sav
Mar 27, 2013 2:29 pm Faulty Logic Note Added: 0031418
Mar 27, 2013 2:29 pm Faulty Logic Status resolved => feedback
Mar 27, 2013 2:29 pm Faulty Logic Resolution fixed => reopened
Mar 27, 2013 2:35 pm Faulty Logic Note Edited: 0031418
Mar 27, 2013 4:22 pm keith.lamothe Note Added: 0031421
Mar 27, 2013 4:52 pm keith.lamothe Note Added: 0031422
Mar 27, 2013 5:34 pm keith.lamothe Note Added: 0031423
Mar 27, 2013 5:34 pm keith.lamothe Status feedback => resolved
Mar 27, 2013 5:34 pm keith.lamothe Fixed in Version 6.014 => 6.015
Mar 27, 2013 5:34 pm keith.lamothe Resolution reopened => fixed
Mar 27, 2013 6:43 pm Faulty Logic Note Added: 0031424
Feb 28, 2016 10:58 pm Thalone Note Added: 0045288
Feb 28, 2016 10:58 pm Thalone File Added: Warhead2.sav
Feb 28, 2016 10:59 pm Thalone Resolution fixed => reopened
Oct 18, 2016 10:31 pm tadrinth Note Added: 0045704
Oct 18, 2016 10:31 pm tadrinth File Added: Spire 2.51 mass sneaky.sav