View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0014835 | AI War 1 / Classic | Bug - Gameplay | Apr 30, 2014 10:48 pm | May 3, 2014 9:58 pm | |
Reporter | Andyroo | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 7.022 | ||||
Fixed in Version | 7.023 | ||||
Summary | 0014835: Threat not Threatening | ||||
Description | Threat seems to build up across the galaxy but not attack often, if at all. Results in it being easier to survive, but gets hard to attack. Strikeforces and waves hit normally, however raid engines/CPAs/waves without target just loiter around forever. 2 saves attached, 1 is a late late fallen spire game with 50k threat- "1 down". We won this post 7.021, barely, and if the AI had been attacking properly we likely would not have done. We lost almost everything, they were 1 jump from homeworld when fallen spire victory events happened, and yet the AI still had thousands of ships even in our space just in a holding pattern. 2nd save is "AILoop Error". We started a 2nd game on a 10 planet diff 9 map to see how hard it got. We started 2 jumps from a core planet with a raid engine. We took out the border, but threat continues to build inbetween us. I removed most of the defences on our homeworlds, the AI refuses to attack with its thousands of mk IV threat, all the ??? waves and raid engines just loiter. I left it running a bit longer and it now reports an error. I hope these help, CPAs used to be rather bad, but ive been entirely indifferent to them of late. If the AI launches any sort of wave at me, that wave should come at me - not decide it looks a bit dangerous and have a nap. Thanks! | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Not sure about the AI Loop error, but unless it happens a lot it's nothing that should interfere with your game. But on the threat thing, for 7.023: * Fixed a bug from the last month or so where threat/threatfleet/special-forces units controlled by the second AI player on a planet with no significant human presence would basically get stuck and not do their normal "which planet do I go to next?" logic. Thanks :) I actually fixed that one earlier this week while I was in that area for other reasons, but to be sure I ran your save for a while. Basically the blue AI player had an enormous stockpile of carriers and hadn't done anything with them because of that bug. So a massive spearhead of about 20,000 units in blue carriers stormed across the west side of the map, plowing through one of your outer spire cities without even bothering to take it down, fighting through multiple layers of turrets, and smashing most of Fiha to pieces (took the station down in the process). But its victory was short lived, and the alliance of Neinzul Roaming Enclaves, the Spire City, and a whole-big-mess of human turrets managed to whittle it down to nothing. The changes to make carriers autotargetable (by just damaging the ships inside) really helped your defenses here. The threat on the east side of the map concentrated on your borders and apparently learned from the lesson above, and chose not to attack just yet ;) But the blue part of it wasn't just hanging there because of a bug anymore. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 30, 2014 10:48 pm | Andyroo | New Issue | |
Apr 30, 2014 10:48 pm | Andyroo | File Added: Save.rar | |
May 3, 2014 9:58 pm | keith.lamothe | Internal Weight | => New |
May 3, 2014 9:58 pm | keith.lamothe | Note Added: 0037308 | |
May 3, 2014 9:58 pm | keith.lamothe | Status | new => resolved |
May 3, 2014 9:58 pm | keith.lamothe | Fixed in Version | => 7.023 |
May 3, 2014 9:58 pm | keith.lamothe | Resolution | open => fixed |
May 3, 2014 9:58 pm | keith.lamothe | Assigned To | => keith.lamothe |