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IDProjectCategoryLast Update
0002011AI War 1 / ClassicSuggestion - New FeaturesDec 22, 2010 6:38 pm
ReporterEcho35 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.049 
Fixed in Version4.054 
Summary0002011: Harvester Exo-Shield Remains
DescriptionI noticed when I upgraded to Mk. II Harvesters, when they were destroyed and rebuilt automatically, the Harvester Exo-Shields that were protecting them were also destroyed. I think Exo-Shields should leave remains behind when they are destroyed, so not only will they automatically rebuild when you upgrade to a better Harvester, but if the AI comes in and destroys your Harvesters, the Exo-Shields should rebuild along with the Harvesters.
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Lancefighter

Dec 11, 2010 9:44 pm

reporter   ~0006034

Add a "autobuild exo-harvestors" control option? ;)

Toll

Dec 11, 2010 11:47 pm

reporter   ~0006045

That'd have to be a single-planet option though. I for one don't want all my harvesters to have exo-shields, no matter how small their drain is after the updated economy.

Echo35

Dec 12, 2010 12:30 am

reporter   ~0006049

Agreed with Toll. I would love it as a Control Option but only if it were per planet. I usually only build them on border worlds anyway, so I don't want all my planets building them.

Lancefighter

Dec 12, 2010 12:39 am

reporter   ~0006050

Well, I agree that such a control node could be both planet and galaxy wide :p For everyone who thinks it should be only planet, there is surely at least someone who builds them everywhere

Chris_McElligottPark

Dec 22, 2010 6:38 pm

administrator   ~0006765

Okay, the exo-shields have been completely reimagined to be more balanced and less annoying:

* The way that exo-shields work has now been completely re-done. Rather than providing a single-ship forcefield, the exo-shield now just adds its health to that of the original ship. For purposes of the AI thread, the AI is now WAY better at deciding when to attack ships under exo-shields (in the past it would pretty much just ignore them). Additionally, the way that exo-shields work is a lot more RAM-efficient. Also, a ship can now be protected by both a regular force field and an exo-shield at the same time, unlike before. The visuals of exo-shields also now show up like the "ship based force fields" of riot starships and similar.

* Exo-shields no longer die when their target protected object dies, they simply become unlinked and will later link with anything valid that is within range of them.

* The regen rate of exo-shields has now been dropped considerably, to regenerating over 20 minutes instead of a ludicrous 30 seconds. They also now drop remains, however, so that rebuilders can come along and put them back up.
** Thanks to Echo35 for suggesting.

* Rather than having exo-shields cost a simple -2 metal and crystal per second, they simply halve the effectiveness of whatever ship it is they are protecting. They also now cos 750 knowledge to unlock instead of 500.

Issue History

Date Modified Username Field Change
Dec 11, 2010 7:58 pm Echo35 New Issue
Dec 11, 2010 7:59 pm Echo35 Description Updated
Dec 11, 2010 9:44 pm Lancefighter Note Added: 0006034
Dec 11, 2010 11:47 pm Toll Note Added: 0006045
Dec 12, 2010 12:30 am Echo35 Note Added: 0006049
Dec 12, 2010 12:39 am Lancefighter Note Added: 0006050
Dec 22, 2010 6:38 pm Chris_McElligottPark Note Added: 0006765
Dec 22, 2010 6:38 pm Chris_McElligottPark Status new => resolved
Dec 22, 2010 6:38 pm Chris_McElligottPark Fixed in Version => 4.054
Dec 22, 2010 6:38 pm Chris_McElligottPark Resolution open => fixed
Dec 22, 2010 6:38 pm Chris_McElligottPark Assigned To => Chris_McElligottPark