View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0014954 | The Last Federation | Bug - Gameplay | May 5, 2014 1:33 pm | May 5, 2014 5:50 pm | |
Reporter | worldstone | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.012 (War And Spies) | ||||
Fixed in Version | 1.013 (Love, Hate, And Challenge) | ||||
Summary | 0014954: Assassination Deployments Fleeing | ||||
Description | I've run into an issue several times where after dispatching all the main assassination flagships, the remaining delpoyed smaller ships will begin to flee at top speed away from the player. Sometimes they even head in different directions. Since the ships are so fast they are lost from the minimap and sight extremely fast, and catching up to each individual ship is very tedious. Assassination missions require every single enemy to be destroyed instead of flagships only, so the player has to withdraw and waste many months of ingame time. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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If you have a save with this, that would be super helpful -- thanks! |
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You probably should be able to replicate it with the file I uploaded, the evucks should eventually try to assassinate. In case it has any effect on the outcome, the way I would fight battles is by using the disruptor weapon along with cloaking to take out the flagships one by one. After the first cloak went down I used the other cloak loadout option and vice-versa to say permacloaked until all the flagships died. You may want to consider changing cloak so that it cannot be in perma-use for balances reasons. For example having the recharge timer for the activated cloaking device put a cooldown on both cloaks. Also the save has a number of planets that are not at war fighting wars, for example Andors are attacking the Evucks and will continually reinforce the armada they have attacking attacking the planet despite not being at war. I'm not sure if that's intended. |
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Awesome, thanks! Anyway, what you are seeing is definitely the ships (correctly) going into cowardly flight mode based on your actions. However, they are supposed to disappear from the battlefield after a short bit, not make you chase them down. So I'm not sure what is up with that part. |
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For 1.013: * Fixed a bug where, in some conditions, ships in cowardly flight would get constantly shifted back to attacking or some other AI type. When cowardice was forced by the situation (some races run if they have no flagships left) they would consistently run, but it would not ever actually reach the "ok, we've been running for 2 full turns now, so disappear" point in the logic. ** This made it often impossible to fully win a defend-against-AFA or defend-against-Assassin mission because you had to kill all the little guys, and the little guys flew away from you as fast as their little engines could carry them. ** Along with this, also removed the requirement that a cowardly ship be offscreen before it was allowed to disappear. Thanks :) |
Date Modified | Username | Field | Change |
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May 5, 2014 1:33 pm | worldstone | New Issue | |
May 5, 2014 1:51 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
May 5, 2014 1:51 pm | Chris_McElligottPark | Status | new => assigned |
May 5, 2014 1:51 pm | Chris_McElligottPark | Note Added: 0037469 | |
May 5, 2014 2:00 pm | worldstone | File Added: assassination (2).save | |
May 5, 2014 2:04 pm | worldstone | Note Added: 0037471 | |
May 5, 2014 2:07 pm | worldstone | Note Edited: 0037471 | |
May 5, 2014 2:19 pm | Chris_McElligottPark | Note Added: 0037473 | |
May 5, 2014 5:50 pm | keith.lamothe | Internal Weight | => New |
May 5, 2014 5:50 pm | keith.lamothe | Note Added: 0037487 | |
May 5, 2014 5:50 pm | keith.lamothe | Status | assigned => resolved |
May 5, 2014 5:50 pm | keith.lamothe | Fixed in Version | => 1.013 (Love, Hate, And Challenge) |
May 5, 2014 5:50 pm | keith.lamothe | Resolution | open => fixed |