View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022044 | AI War 2 | Bug - Gameplay | Nov 1, 2019 5:33 pm | Nov 1, 2019 7:54 pm | |
Reporter | wm46 | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.003 Sortable Objectives | ||||
Fixed in Version | 1.005 Answering Your Top Requests | ||||
Summary | 0022044: AI Ships will never move into position to attack fleet transports | ||||
Description | This is a pretty large issue. As it is right now, AI ships will never close in on transports and attack them unless the transport itself gets in range first. A fully loaded transport can sit on the edge of the planet doing nothing and the AI guardians will just sit at their guard posts doing nothing. As long as you don't walk into their attack range, they will never chase after the transport. The reason why I categorize this as "major": The same also applies to the Warden fleet. If you load up a transport with enough strength to incite the wardens and then just keep it positioned on some random AI planet; eventually all of the AI Warden will be on that planet doing nothing and refuse to go defend other places. This lets you spend as much time as you want deep striking, and allowing you as much time as you want to do alpha strikes on guard posts and units (loading units until they are all ready to fire, then unloading for 0.5 seconds). | ||||
Tags | No tags attached. | ||||
related to | 0022045 | resolved | BadgerBadger | Units ignoring Sentinel gunboats |
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The logic as described for "Guards" is by design. If it wasn't like that then you couldn't deepstrike at all. In fact, this behaviour was made "even more so" because lots of people complained about it. The fact that you can also tie up the Warden fleet in this fashion is more problematic. Please provide a save game for debugging this problem. |
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Odd, I had one saved where the whole warden fleet was sitting there doing nothing, but when I reload suddenly all warden ships become active and start attacking. Go to the planet that control group 3 is on before unpausing the save, you'll see hundreds of guardians just sitting around the AI wormhole. |
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Here, quickly made a set up. Transport with the units nearby. AI threat on Ebonite. If you send just the Transport through, they won't respond. The oddity is, if I send the Bombers only, they won't respond. Send the Gangsaws and they will. It feels like it's the "threat overruns" logic - the Bombers are under 10% of the AI strength. The Gangsaws are over. The second oddity is...I'm quickly trying this on the Warden and it's not working so far. They're beelining for it. |
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Here's one for the Warden. Just send it through the neutral wormhole and it should come and chase it. |
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This bug has already been fixed in the next release |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 1, 2019 5:33 pm | wm46 | New Issue | |
Nov 1, 2019 5:40 pm | BadgerBadger | Note Added: 0054253 | |
Nov 1, 2019 5:46 pm | wm46 | File Added: AAaaaAA.save | |
Nov 1, 2019 5:46 pm | wm46 | Note Added: 0054254 | |
Nov 1, 2019 5:48 pm | RocketAssistedPuffin | File Added: AIIgnoringTransportSetup.save | |
Nov 1, 2019 5:48 pm | RocketAssistedPuffin | Note Added: 0054255 | |
Nov 1, 2019 6:00 pm | RocketAssistedPuffin | File Added: WardenTransportSetup.save | |
Nov 1, 2019 6:00 pm | RocketAssistedPuffin | Note Added: 0054256 | |
Nov 1, 2019 7:37 pm | wm46 | Relationship added | related to 0022045 |
Nov 1, 2019 7:54 pm | BadgerBadger | Assigned To | => BadgerBadger |
Nov 1, 2019 7:54 pm | BadgerBadger | Status | new => resolved |
Nov 1, 2019 7:54 pm | BadgerBadger | Resolution | open => fixed |
Nov 1, 2019 7:54 pm | BadgerBadger | Fixed in Version | => 1.005 Answering Your Top Requests |
Nov 1, 2019 7:54 pm | BadgerBadger | Note Added: 0054259 |