View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023016 | AI War 2 | Suggestion | Mar 13, 2020 12:20 pm | Jul 9, 2020 11:47 pm | |
Reporter | corfe83 | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.009 Plenty Of Tuning | ||||
Summary | 0023016: Engineers Should Prioritize Restoring Crippled Fleets | ||||
Description | When I move a crippled fleet from an attacked planet back to a safe planet, I expect the engineers there to quickly repair my transports so that ships start popping out again. This often doesn't happen, my engineers seem to be busy doing other things like repairing random turrets that they had already started repairing before the fleet arrived. Can we increase the priority of repairing fleets? | ||||
Tags | No tags attached. | ||||
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I've done some work over the past while to try to improve this, but clearly it's not enough. Do you have a save game illustrating this problem? |
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I'll try to get one next time I see it. |
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Attached a save. In system "New Romney", support fleet 4 is present and crippled. 2 engineers exist near the command center, but are actually doing nothing. |
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Actually, false alarm! Apparently the ship is not eligible for repair, due to enemies in the planet. So this is not a bug then. |
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This probably happens because players expect the ship to become immediately eligible for repair upon retreating from a AI-held planet, but I don't think it is, or the AI chases line ships in before flagships actually reach the previously-uncontested world. |
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Tested, there's no meaningful delay in repair eligibility. AI ships getting through a wormhole first does happen, but there's not much to be done about that. |
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Did find an edge case, engineers prefer assisting factories to restoring crippled flagships, at the very least when the economy is starving. Here's a save. It's probably worthwhile to have them restore crippled flagships to non-crippled status first. If this only happens while the economy is starving, might just want them to stop healing at that point. The behaviour is occurring on Branwyn in this save. |
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For maximal clarity, here's the scenario I'm thinking about. I have some engineers and factories on planet A. One hop away on planet B, I send several flagships in for a battle. My engineers are busy helping the factories build ships. During the battle, one of my flagships gets crippled. I retreat just that flagship to planet A. I would like a subset of the engineers (probably only one) to realize there's a crippled flagship and go repair it enough that it stops being crippled and can rebuild. I definitely don't want all the engineers to do this because I still want to win the battle. Once the flagship is no longer crippled I don't feel passionately whether the engineer repairing it says "Okay, now I'm going back to build ships again" or "continues repairing this flagship". However, the latter option ("continue repairing") is chosen and I then retreat another crippled flagship, the engineer should stop repairing the first flagship (since its not crippled anymore) and go to repair the second flagship. Worth noting that I haven't checked the second set of saves, so I'm not sure there's a great reproduction case accessible right now. |
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Badger, Just put this in the svn, and it works in the attached test case (crippled flagship incoming to player planet north of homeworld), can you double-check when you get a chance to see if I broke the universe? Thanks, Keith |
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Keith, this seems to work nicely! Always a pleasure to see your work fix something! |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 13, 2020 12:20 pm | corfe83 | New Issue | |
Mar 13, 2020 12:26 pm | BadgerBadger | Note Added: 0056518 | |
Mar 13, 2020 12:28 pm | corfe83 | Note Added: 0056519 | |
Mar 13, 2020 12:49 pm | corfe83 | File Added: NotRepairingSupportFleet.save | |
Mar 13, 2020 12:49 pm | corfe83 | File Added: NotRepairingSupportFleet.savemet | |
Mar 13, 2020 12:49 pm | corfe83 | Note Added: 0056520 | |
Mar 13, 2020 12:50 pm | corfe83 | Note Added: 0056521 | |
Mar 13, 2020 2:55 pm | ParadoxSong | Note Added: 0056524 | |
Mar 13, 2020 6:01 pm | ParadoxSong | Note Added: 0056527 | |
Mar 14, 2020 8:28 am | ParadoxSong | File Added: engineer weird behavior.savemet | |
Mar 14, 2020 8:28 am | ParadoxSong | File Added: engineer weird behavior.save | |
Mar 14, 2020 8:28 am | ParadoxSong | Note Added: 0056551 | |
Jul 3, 2020 3:39 pm | BadgerBadger | Note Added: 0057498 | |
Jul 3, 2020 3:43 pm | BadgerBadger | Note Edited: 0057498 | |
Jul 3, 2020 3:44 pm | BadgerBadger | Note Edited: 0057498 | |
Jul 9, 2020 10:10 pm | keith.lamothe | File Added: repair_case.save | |
Jul 9, 2020 10:10 pm | keith.lamothe | File Added: repair_case.savemet | |
Jul 9, 2020 10:10 pm | keith.lamothe | Note Added: 0057540 | |
Jul 9, 2020 11:46 pm | BadgerBadger | Note Added: 0057541 | |
Jul 9, 2020 11:47 pm | BadgerBadger | Assigned To | => keith.lamothe |
Jul 9, 2020 11:47 pm | BadgerBadger | Status | new => resolved |
Jul 9, 2020 11:47 pm | BadgerBadger | Resolution | open => fixed |