View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0027111 | AI War 2 | Bug - Other | Apr 23, 2022 10:42 am | Apr 24, 2022 12:58 am | |
Reporter | ptarth | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.001 First Post-Completion Tweaks | ||||
Summary | 0027111: Necromantic converted Guardpost Turrets do not cloak | ||||
Description | Playing 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. | ||||
Tags | No tags attached. | ||||
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I think it's actually better if they don't recloak. Is this behaviour consistent? |
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I believe it is consistent. For minefield turrets, it makes them useless. For ambush style turrets, it makes them not very good. |
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Sure, but if they recloak then it can really mess with factions that don't have decloakers. |
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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. |
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 |