View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020854 | AI War 2 | Suggestion | Dec 21, 2018 12:20 am | Feb 12, 2019 3:22 pm | |
Reporter | Ovalcircle | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | no change required | ||
Product Version | 0.809 Divide By Human | ||||
Fixed in Version | 0.813 Tractor Tentacles | ||||
Summary | 0020854: Nanocausted units regain full cloaking points | ||||
Description | Not really game breaking, but I thought I would put it here. It's possible this extends to parasited units and the like. Lots of eyebots (which cloak). Just watch the cloaking points fill back up when they get infected. I also saved when the game speed was at x9. My bad. | ||||
Tags | No tags attached. | ||||
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When a unit gets taken over by the nanocaust, I think it comes back at full health. Why is it a problem if it also comes back with its cloak up? |
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To be clear, they get full cloaking after they are taken over (ie., killed) by a zombifying unit? If so, that seems entirely desirable to me |
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I don't see anything here that needs to be fixed personally. Oval, you are welcome to provide a case for why this is undesirable |
Date Modified | Username | Field | Change |
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Dec 21, 2018 12:20 am | Ovalcircle | New Issue | |
Dec 21, 2018 12:20 am | Ovalcircle | File Added: Nanocaust cloakingreset.save | |
Dec 21, 2018 12:20 am | Ovalcircle | File Added: Nanocaust cloakingreset.savemet | |
Jan 3, 2019 8:09 am | BadgerBadger | Note Added: 0050695 | |
Jan 11, 2019 5:33 pm | ZeusAlmighty | Note Added: 0050714 | |
Feb 12, 2019 3:22 pm | BadgerBadger | Assigned To | => BadgerBadger |
Feb 12, 2019 3:22 pm | BadgerBadger | Status | new => resolved |
Feb 12, 2019 3:22 pm | BadgerBadger | Resolution | open => no change required |
Feb 12, 2019 3:22 pm | BadgerBadger | Fixed in Version | => 0.813 Tractor Tentacles |
Feb 12, 2019 3:22 pm | BadgerBadger | Note Added: 0050802 |