View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020887 | AI War 2 | Bug - Gameplay | Jan 4, 2019 9:10 am | Jan 7, 2019 11:04 am | |
Reporter | Divinicus1st | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | no change required | ||
Product Version | 0.809 Divide By Human | ||||
Summary | 0020887: Ion Eyes never die, even with guard outpost dead and planet taken/conquered | ||||
Description | Ion Eyes never dies, even with guard outpost dead and planet taken/conquered. Happened 2 times in my gameplay. See Kennedy and Rijsbergen in my gameplay. | ||||
Tags | No tags attached. | ||||
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You have to actually blow Eyes up with your forces, they don't just die automatically. I loaded your save game and brought your fleet over and destroyed them |
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Ok thank you. I'm pretty sure this was impossible as they were untargetable, but I'll try again. Maybe reloading the save somehow fixed it. |
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Seems fixed indeed, thank you for the help. It's completely unrelated, but would you know by any chance how to set pursuit mode by default for fleets |
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The invulnerability can persist a few seconds after killing the last guard post (since the thread that checks invulnerability has to run, and it only runs every 10 seconds or so). People have reported a bug where the invulnerability doesn't wear off, but save/reload will often clear that up. |
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Maybe off topic: given how guard post kills on a planet with an eye are very infrequent events, wouldn't a signal-listener model work better than a periodic check? |
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Well, there's no facility in the code currently for a signal-listener paradigm at the moment. I don't want to add a new pattern that would be used only once, it's bad for long term maintainability. The code either runs on the Main Thread (which is the simulation itself, so slowing that down slows the game down) or on helper threads. Since doing the external invulnerability updates involves checking every unit in the game, it's more expensive than I want to put on the Main Thread, so it's offloaded to the LongRangePlanning thread, which in theory runs every 2 seconds but I said 10 to make sure noone got annoyed if it takes a bit longer. |
Date Modified | Username | Field | Change |
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Jan 4, 2019 9:10 am | Divinicus1st | New Issue | |
Jan 4, 2019 9:10 am | Divinicus1st | File Added: 3 2.save | |
Jan 4, 2019 9:10 am | Divinicus1st | File Added: 3 2.savemet | |
Jan 4, 2019 10:31 am | BadgerBadger | Note Added: 0050696 | |
Jan 4, 2019 12:18 pm | BadgerBadger | Assigned To | => BadgerBadger |
Jan 4, 2019 12:18 pm | BadgerBadger | Status | new => resolved |
Jan 4, 2019 12:18 pm | BadgerBadger | Resolution | open => no change required |
Jan 6, 2019 3:01 pm | Divinicus1st | Note Added: 0050697 | |
Jan 6, 2019 3:15 pm | Divinicus1st | Note Added: 0050698 | |
Jan 7, 2019 9:41 am | BadgerBadger | Note Added: 0050699 | |
Jan 7, 2019 11:00 am | AnnoyingOrange | Note Added: 0050700 | |
Jan 7, 2019 11:04 am | BadgerBadger | Note Added: 0050701 | |
Jan 7, 2019 11:04 am | BadgerBadger | Note Edited: 0050701 |