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IDProjectCategoryLast Update
0027600AI War 2Bug - GameplaySep 18, 2022 9:34 am
ReporterDetlef Assigned To 
Status newResolutionopen 
Product Version5.513 Necromancy And Reclamation 
Summary0027600: Plagueswarm Elderling ignores tractor and paralysis
DescriptionHi.
I noticed in my game that the Plagueswarm Elderlings can still move while paralysed (Ethereal Cruiser) or being tractored (Wrangler Destroyer). It can't shoot when paralysed and the tractor beam is displayed correctly, but it moves freely despite those effects. Both effects are also successfully listed as Debuffs in the expanded tooltip of the Elderling.
All other Enderlings stop in their tracks on paralyze and can be abducted via tractor normally.
TagsNo tags attached.

Activities

Detlef

Sep 15, 2022 7:39 am

reporter   ~0067207

Today it randomly started working again. Loading a save from when I posted the report makes the bug reappear.
Can this be a savefile corruption of sorts?
I will attach a save where my fleet is fighting such an Elderling that cannot be stopped from moving.
Bug.save (365,141 bytes)
Bug.savemet (119 bytes)   
UK
396467253
29452
Elderlings_7
<color=#ffe066>Moderate </color> Aggressor
Difficulty 7
1
<color=#ba036d>Detlef</color>
Bug.savemet (119 bytes)   

Detlef

Sep 15, 2022 12:18 pm

reporter   ~0067208

Further looking at this it seems that whenever the tooltip says "Orders: Decollide", presumably because the Elderling shares it's position with a turret from my Neinzuul Sappers, the tractor/paralysis stops working.

BadgerBadger

Sep 16, 2022 1:30 pm

manager   ~0067212

My first thought is that decollision should override status effects

Detlef

Sep 16, 2022 2:06 pm

reporter   ~0067213

But why would it need to do a decollision? It's not a structure and not immobile. In these cases it just continues moving to where it pleases, even through wormholes I think, which I'd like to prevent.

Strategic Sage

Sep 18, 2022 12:54 am

reporter   ~0067221

All units need to be able to decollide. Allowing multiple units to be in the exact same position is a balance nightmare for AOE and other reasons. All ships have had decollision for a long time.

I'm not sure what a good solution might be here, or if there is an easy one. If it was possible for paralysis effect to resume when decollision is over I think that would be best, but I have no idea how comple that would be on the code standpoint or how viable it is at the current post-development point of the game.

Detlef

Sep 18, 2022 4:40 am

reporter   ~0067223

Still the decollide behaviour in this case seems odd to me.
This particular enemy stays in decollision mode for extended periods of time, like more than 10 seconds. I found this even happens if no structures are around and it enters decollision mode on seemingly random intervals during the fight in the previously attached save file.
I just don't see why this only happens with this big enderling and not at all with other large or medium size ships, which can all be tractored around through turrets and everything else.

I did some testing with the other elderings to see how the decollision behaviour works for them. And I found something interesting!
For the other Elderlings for example decollision also starts, BUT there is another Order preceeding the decollision order (see screenshots). Those can be tractored freely. So it seems, this strange tractor/paralysis ignoring feature only triggers if the order list is empty except for the decollision.
Since the way this works never seems to cause problems with other enemies maybe there is something wrong with the whole 'issuing orders' logic for just the Plagueswarm Elderling. That being said, in the same game I also found a Plagueswarm just sitting idle on a wormhole, patiently waiting to be killed by long range units over the course of 15 minutes, without ever moving an inch to fight back. Makes me think the order list of this enemy is bugged to be empty at least sometimes.

Detlef

Sep 18, 2022 4:55 am

reporter   ~0067224

Also it does not produce any Viral Swarmers like the tooltip suggests it should... maybe these things are related?

Strategic Sage

Sep 18, 2022 4:56 am

reporter   ~0067225

If it's happening when not near structures/other ships that's a completely different issue.

Detlef

Sep 18, 2022 9:34 am

reporter   ~0067226

I think it does not 'happen' then, just the decollide order persists for a while. But of course I don't know if this makes a difference. My guess would be that to save calculation time collision is just checked in longer intervals.
Main point for me is that for other ships the queued decollision does not invoke such issues, the Plagueswarm is the only one I've ever seen this 'ignore tractor' thing happen for so far.

Issue History

Date Modified Username Field Change
Sep 14, 2022 5:06 pm Detlef New Issue
Sep 15, 2022 7:39 am Detlef Note Added: 0067207
Sep 15, 2022 7:39 am Detlef File Added: Bug.save
Sep 15, 2022 7:39 am Detlef File Added: Bug.savemet
Sep 15, 2022 12:18 pm Detlef Note Added: 0067208
Sep 16, 2022 1:30 pm BadgerBadger Note Added: 0067212
Sep 16, 2022 2:06 pm Detlef Note Added: 0067213
Sep 18, 2022 12:54 am Strategic Sage Note Added: 0067221
Sep 18, 2022 4:40 am Detlef Note Added: 0067223
Sep 18, 2022 4:40 am Detlef File Added: Decollision_other_Elderling.jpg
Sep 18, 2022 4:40 am Detlef File Added: Plagueswarm_Elderling_staying_in_decollision.jpg
Sep 18, 2022 4:55 am Detlef Note Added: 0067224
Sep 18, 2022 4:56 am Strategic Sage Note Added: 0067225
Sep 18, 2022 9:34 am Detlef Note Added: 0067226