View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022199 | AI War 2 | Bug - Gameplay | Nov 14, 2019 11:37 pm | Nov 19, 2019 1:34 am | |
Reporter | hypnobunny | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 1.009 Hotfix | ||||
Summary | 0022199: nanocausts on minor faction teams have inconsistent AIP behaviour | ||||
Description | This save is originally from 1.007, then played on 1.008, and currently 1.009. I have the option enabled in menu for factions add AIP but nanocaust has taken a large number of planets without adding any AIP (at least visible on the counter). | ||||
Tags | No tags attached. | ||||
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Is the nanocaust friendly to players? Only friendly-to-players factions can generate AIP. Minor factions that aren't friendly to players but still kill command stations have an AIP equivalent feature, but they don't make the AI stronger when the AI attacks you. |
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Ah I see. They are not friendly to player so no bug after all. Is there a way to view their AIP equivalent? |
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Never mind. I think I see what you are saying after messing around some in game. I don't get AIP for killing nanocaust station in a system but I get the AIP if I then build my own station after killing theirs. A little confusing but probably working as intended. Thanks! |
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The way it works is that hostile-to-all minor factions don’t cause your AIP to go up when they do something that would generate AIP (might be some exceptions, not sure). Each hostile-to-all faction has its own internal “AIP” that the AI keeps track of. So when the hostile-to-all Nanocaust takes a planet, its internal AIP goes up by 20 and the AI will generate stronger waves against it. If you kick the Nanocaust out and colonize the planet, then you get hit with the +20 AIP, as if you destroyed the AI Comamnd station and Warp Gate. |
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It looks like certain minor faction teams *are* adding to AIP despite not being allied to the player. The Nanocaust on team Blue is adding to AIP but team Red's Nanocaust is not. |
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...actually there's something weirder going on here. I let the game progress a bit and the blue Nanocaust took Ooze and Skeleton but didn't raise AIP, and the red Nanocaust managed to kill a warp gate and raise AIP. |
Date Modified | Username | Field | Change |
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Nov 14, 2019 11:37 pm | hypnobunny | New Issue | |
Nov 14, 2019 11:51 pm | BadgerBadger | Note Added: 0054573 | |
Nov 15, 2019 12:00 am | BadgerBadger | Note Edited: 0054573 | |
Nov 15, 2019 12:07 am | hypnobunny | Note Added: 0054575 | |
Nov 15, 2019 12:14 am | hypnobunny | Note Added: 0054576 | |
Nov 15, 2019 1:13 am | Ovalcircle | Note Added: 0054579 | |
Nov 16, 2019 6:47 am | GophTheGreat | File Added: Minor Faction Teams AIP.save | |
Nov 16, 2019 6:47 am | GophTheGreat | File Added: Minor Faction Teams AIP.savemet | |
Nov 16, 2019 6:47 am | GophTheGreat | Note Added: 0054588 | |
Nov 16, 2019 6:53 am | GophTheGreat | File Added: Ooze and Skeleton no AIP.save | |
Nov 16, 2019 6:53 am | GophTheGreat | File Added: Ooze and Skeleton no AIP.savemet | |
Nov 16, 2019 6:53 am | GophTheGreat | Note Added: 0054589 | |
Nov 19, 2019 1:34 am | BadgerBadger | Summary | nanocaust not adding AIP => nanocausts on minor faction teams have inconsistent AIP behaviour |