View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023084 | AI War 2 | Bug - Gameplay | Mar 30, 2020 2:47 am | Apr 5, 2020 8:18 pm | |
Reporter | swizzlewizzle | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 2.012 Populous | ||||
Summary | 0023084: Ship weapon issues at extremely high ship counts | ||||
Description | Please see the following link for a save pack: https://drive.google.com/open?id=1oQwLdpOylUkhgToYV54NU_OXjNeV316n If you open up any of the late game saves, particularly the "Execute wardens" save, and plow my spire fleet into the AI homeworld, you will notice that, when microing fleet three (rapidly moving it back and forth as a cluster), that the ships' beam weapons will not fire for many seconds at a time. As far as I know, even under heavy load and a slow sim speed, weapons should always be firing at their stated speed. You will notice that if you manually click-attack targets, beams will fire as expected, but while being microed, they will not. It seems under extremely heavy load, with many targets available, weapons will simply not fire. Hope this bug is resolved so that late-game high difficulty spire games like this can be enjoyed. ***I'm not sure but it seems that at extreme "time dilation" happening with too many ships on screen, weapons also are "held up" and "given a turn to fire", which can make weapons have 3x or more of a delay before firing. If you devs can confirm this is intended, this "bug" should probably be deleted. | ||||
Tags | No tags attached. | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 30, 2020 2:47 am | swizzlewizzle | New Issue | |
Apr 5, 2020 8:18 pm | swizzlewizzle | Description Updated |