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IDProjectCategoryLast Update
0022713AI War 2Balance IssueJan 27, 2020 2:37 am
ReporterRyulong Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version1.309 Instigator Cheekiness 
Fixed in VersionBETA 1.313 Listening To Lists 
Summary0022713: SuperCat 1.309 has fallen
DescriptionSimple/Dreamcatcher; Raid/Webbed/Rejuvenator with maxed civilian stuff; Anticipatory warden/Kite Master hunter; coarse processing disabled and default unit stacking.

It was totally because my home planet was Murdoch.

Okay seriously though, this victory was mostly brought to you by the armored golem. Compare the shotgun Spire frigate with the armored golem. The frigate has been cut down quite a bit, but now the golem hits harder, is tankier and can carry ships. This toy either needs a nerf or it needs to become a lone wolf. Maybe both, I dunno.

I understand you're already working with Raidlord Zeus to redesign the raid frigates, so I'll just say cloaked bombers are best bombers and leave it at that.

Threat is strange. Look at Catmull. That fleet has been bouncing back and forth between Catmull and Jundeen for hours. Why isn't it hammering down on me? That's more than enough strength to piledrive through to Murdoch, armored golem or not. I'll (re?)open a separate ticket if I can find enough saves to demonstrate the oddities.

See ticket 22614. There's some sort of glitch where AI ships stop reacting to certain intruders, in particular Spire frigates and armored golems. It doesn't persist across reloads. After half an hour of play, I can send my armored golem onto the AI homeworld and nothing moves or shoots until I move into range. It's especially problematic for drones and it made my homeworld assault much easier. Play the start final push save for 15~30 minutes, then move fleet 4 onto the AI homeworld.

Please advise if I can provide anything else.
TagsNo tags attached.

Activities

Ryulong

Jan 26, 2020 7:55 pm

reporter  

victory.save (1,871,936 bytes)
start final push.save (1,700,505 bytes)

BadgerBadger

Jan 26, 2020 8:15 pm

manager   ~0055777

What AIP did you wind up at?

Ryulong

Jan 26, 2020 11:35 pm

reporter   ~0055779

501-274=226 after phase 2 died. I was floored up until the homeworld assault. Guard posts adding AIP makes it impossible to go much lower. The homeworld alone adds what, 170 aip?

Threat was mostly controlled up until...uhh...110 or so? I had a spike from some poorly timed deepstrikes prompting reserves, but I think it all merged into the Catmull group.

BadgerBadger

Jan 27, 2020 2:37 am

manager   ~0055782

Fix a nasty bug where Fireteams (in particular the Hunter) was identifying Command Stations that had died to remains as valid targets.

In this game, this meant that about 500 strength of Hunter Fleet seems to have been Just Chilling for much of the game.

Issue History

Date Modified Username Field Change
Jan 26, 2020 7:55 pm Ryulong New Issue
Jan 26, 2020 7:55 pm Ryulong File Added: victory.save
Jan 26, 2020 7:55 pm Ryulong File Added: start final push.save
Jan 26, 2020 7:55 pm Ryulong File Added: what is all that threat doing.save
Jan 26, 2020 8:15 pm BadgerBadger Note Added: 0055777
Jan 26, 2020 11:35 pm Ryulong Note Added: 0055779
Jan 27, 2020 2:37 am BadgerBadger Assigned To => BadgerBadger
Jan 27, 2020 2:37 am BadgerBadger Status new => resolved
Jan 27, 2020 2:37 am BadgerBadger Resolution open => fixed
Jan 27, 2020 2:37 am BadgerBadger Fixed in Version => BETA 1.313 Listening To Lists
Jan 27, 2020 2:37 am BadgerBadger Note Added: 0055782