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IDProjectCategoryLast Update
0022044AI War 2Bug - GameplayNov 1, 2019 7:54 pm
Reporterwm46 Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version1.003 Sortable Objectives 
Fixed in Version1.005 Answering Your Top Requests 
Summary0022044: AI Ships will never move into position to attack fleet transports
DescriptionThis 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).
TagsNo tags attached.

Relationships

related to 0022045 resolvedBadgerBadger Units ignoring Sentinel gunboats 

Activities

BadgerBadger

Nov 1, 2019 5:40 pm

manager   ~0054253

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.

wm46

Nov 1, 2019 5:46 pm

reporter   ~0054254

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.
AAaaaAA.save (671,611 bytes)

RocketAssistedPuffin

Nov 1, 2019 5:48 pm

reporter   ~0054255

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.

RocketAssistedPuffin

Nov 1, 2019 6:00 pm

reporter   ~0054256

Here's one for the Warden. Just send it through the neutral wormhole and it should come and chase it.
WardenTransportSetup.save (300,020 bytes)

BadgerBadger

Nov 1, 2019 7:54 pm

manager   ~0054259

This bug has already been fixed in the next release

Issue History

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