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IDProjectCategoryLast Update
0002588AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsFeb 22, 2011 4:24 am
Reportershortstar Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.072 
Summary0002588: Zombies need warp mufflers
DescriptionI have a current game where I have a ton of zombies running back and forth, and it would be nice if the zombies could equip some warp mufflers.

Just an idea, plus it would trim up some processing power.
TagsNo tags attached.
Internal Weight

Activities

Prezombie

Jan 21, 2011 7:08 pm

reporter   ~0009522

Do you mean the noise from using wormholes?

I wonder how much would change if they couldn't use wormholes at all. If they're AI zombies you spawned from accidentally overlooking an AI eye, you can always pull back and mark that planet out of bounds for now. If they're your zombies from a botnet golem, they don't go zipping off to piss off the neighbor Mark IV planet.

Sure, Zombies aren't meant to be defensive-minded, but they can't climb ladders either. :P

If you want to keep the offensive mindlessness of the zombies, making them prioritize any onworld target over any offworld target. The mindless zombie will prefer the impossible fight in front of them over the easy fight a door down.

shortstar

Jan 21, 2011 11:23 pm

reporter   ~0009526

right, the sound from wormholes is what I was going for. I thought resistance fighters/dyson spawn/zombies could all use the set of mufflers. I believe the resistance fighters recently got the tag.

TechSY730

Jan 22, 2011 12:08 am

reporter   ~0009528

I assume you mean allied Dyson gattlings right? Enemy ones should have an auditory warning after all.

BobTheJanitor

Jan 22, 2011 1:17 am

reporter   ~0009531

Agreed, any friendly ships you don't control seem to pick out a patrol path and then run a conga line through it. Muffling that constant whoosh noise would be well received here.

Dalden

Jan 24, 2011 5:28 am

reporter   ~0009621

I would also like to have mufflers for Botnet Golem created zombies. I currently have hundreds of these ships flying around my systems constantly triggering the wormhole sound effect.

TechSY730

Jan 24, 2011 6:55 am

reporter   ~0009623

Last edited: Jan 24, 2011 7:19 am

I would like to repost a comment I made on the forums:

"Gee, at this rate it seems that all ships that are allied to the humans (including other humans and their own ships) shouldn't have the 'shwooping' sound, and have only enemy ships make this sound."

I was making comment this in jest, making fun of the ridiculous number of requests for adding warp mufflers, but now that I look at it, it may hold some merit. What do you guys think?

I would like to point out this suggestion would probably require re-factoring how "warp mufflers" are tracked. Right now, it seems to be tied to ship type. Many of these changes could require it to be tracked by status and/or alliance.

Comment source: (http://www.arcengames.com/forums/index.php/topic,8118.msg70064.html#msg70064)

BobTheJanitor

Jan 24, 2011 12:30 pm

reporter   ~0009630

On that note, it seems like I'm getting the 'OMG YOUR SHIPS ARE BLOWING UP' noise for destruction of zombie ships as well. I assume this probably isn't intended behavior? Or maybe this should be a separate report.

shortstar

Jan 25, 2011 6:17 pm

reporter   ~0009681

I get that as well, perhaps x4000 could shed some light on this if it possible to tweak this or if it will be a major rework.

keith.lamothe

Feb 20, 2011 9:25 pm

administrator   ~0010549

For 5.002:

- Removed the (somewhat jokingly named) "HasWarpEngineMufflers" UnitData flag, and replaced it with per-unit logic that looks at ActionStatus (Normal, MinorFaction, or Zombie) and tells it to not play wormhole-transition sounds for MinorFaction or Zombie ships that are allied with the player.

shortstar

Feb 22, 2011 4:24 am

reporter   ~0010633

you guys are so awesome!

Issue History

Date Modified Username Field Change
Jan 21, 2011 2:50 pm shortstar New Issue
Jan 21, 2011 7:08 pm Prezombie Note Added: 0009522
Jan 21, 2011 11:23 pm shortstar Note Added: 0009526
Jan 22, 2011 12:08 am TechSY730 Note Added: 0009528
Jan 22, 2011 1:17 am BobTheJanitor Note Added: 0009531
Jan 24, 2011 5:28 am Dalden Note Added: 0009621
Jan 24, 2011 6:55 am TechSY730 Note Added: 0009623
Jan 24, 2011 6:56 am TechSY730 Note Edited: 0009623
Jan 24, 2011 7:18 am TechSY730 Note Edited: 0009623
Jan 24, 2011 7:19 am TechSY730 Note Edited: 0009623
Jan 24, 2011 12:30 pm BobTheJanitor Note Added: 0009630
Jan 25, 2011 6:17 pm shortstar Note Added: 0009681
Feb 20, 2011 9:25 pm keith.lamothe Note Added: 0010549
Feb 20, 2011 9:25 pm keith.lamothe Status new => resolved
Feb 20, 2011 9:25 pm keith.lamothe Resolution open => fixed
Feb 20, 2011 9:25 pm keith.lamothe Assigned To => keith.lamothe
Feb 22, 2011 4:24 am shortstar Note Added: 0010633