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IDProjectCategoryLast Update
0027111AI War 2Bug - OtherApr 24, 2022 12:58 am
Reporterptarth Assigned To 
Status newResolutionopen 
Product Version5.001 First Post-Completion Tweaks 
Summary0027111: Necromantic converted Guardpost Turrets do not cloak
DescriptionPlaying as a Necromancer against the Orbital AI, I have captured several Guardposts with cloaking turrets and minefields. Those units are not recloaking properly. The tooltip states that they are unloaked (-5000s),

See Wind Element in attached save for example.
TagsNo tags attached.

Activities

ptarth

Apr 23, 2022 10:42 am

reporter  

prep2.save (471,408 bytes)

BadgerBadger

Apr 23, 2022 12:09 pm

manager   ~0066296

I think it's actually better if they don't recloak. Is this behaviour consistent?

ptarth

Apr 23, 2022 5:04 pm

reporter   ~0066321

I believe it is consistent.
For minefield turrets, it makes them useless.
For ambush style turrets, it makes them not very good.

BadgerBadger

Apr 23, 2022 5:17 pm

manager   ~0066322

Sure, but if they recloak then it can really mess with factions that don't have decloakers.

ptarth

Apr 24, 2022 12:58 am

reporter   ~0066379

I'm not sure how this cloaking is different from normal gameplay with the default Human player with access to tons of cloaking. Necromancer already has some cloaking (e.g., flaghships can cloak). I'm not understanding how a few extra turrets/minefields having cloaking would impact the balance. Additionally, the Stealth Guardposts do cloak correctly, so that may or may not also need to be purged.

Issue History

Date Modified Username Field Change
Apr 23, 2022 10:42 am ptarth New Issue
Apr 23, 2022 10:42 am ptarth File Added: prep2.save
Apr 23, 2022 12:09 pm BadgerBadger Note Added: 0066296
Apr 23, 2022 5:04 pm ptarth Note Added: 0066321
Apr 23, 2022 5:17 pm BadgerBadger Note Added: 0066322
Apr 24, 2022 12:58 am ptarth Note Added: 0066379