View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002901 | AI War 1 / Classic | Bug - Other | Feb 21, 2011 10:22 am | Feb 21, 2011 1:35 pm | |
Reporter | Malibu Stacey | Assigned To | keith.lamothe | ||
Status | closed | Resolution | no change required | ||
Product Version | 5.000 | ||||
Summary | 0002901: Engineers don't auto-repair damaged Ion Cannons | ||||
Description | using version 5.001 I have a system where I've captured a mark III Ion Cannon. That system had a wave warp in to it as I hadn't gate raided all the adjacent systems yet. The system having very minimal defences ended up with 100 or so fleet ships near the Ion Cannon shooting it. Once I cleared the system of hostiles I built a mark I engineer to repair the damaged command station & ion cannon (and help rebuild the harvesters). It was built well within range of the Ion Cannon but doesn't automatically repair it. Once put into FRD mode it run around the system helping the harvesters rebuild & repairing damaged units but returned to sit next to the Ion Cannon (which is still red health). Manually selecting the engineer & clicking on the Ion Cannon forces it to start repairing. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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There's a relatively-recent-added rule that prevents engineers from auto-assisting construction or repairs that cost over a certain amount per second, to avoid vanishing economies and such. You can adjust that threshold on the Controls window. Can you try setting it to some really high value to see if that lets the engineers repair the cannon? And/or just look at the outflows from the engineer when it's repairing the cannon at your direct orders, to see how big it is to begin with. If the repair cost isn't actually that high, it's probably a bug, just want to make sure first. |
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Argh sorry I didn't save at that point as I was trying to clear a few systems near my homeworld to get an economy & buffer zone set up. I've got 2 worlds 1 hop from the AI with mark III Ion cannons but on my last neutering raid 40 resistance fighter/bombers & 40 resistance frigates spawned whom are now patrolling my territory for me so getting the Ion cannons damaged might be pretty difficult. I'll try & see if one of my saves is close to when the Ion Cannon got damaged (and remember in future to create saves when I notice something worth reporting). |
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They repair them with high enough limits. I have it set at 1001 and engies auto-repair mk1 IONs, before I delete them myself :) |
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Guess this is expected behaviour then. My "Engineers do not assist large projects" is set to the default of 400 in Ctrls. Since the mark III Ion cannon has a build rate of 6000/s on both metal & crystal I'm guessing the repair rate would've been way over 400/s. I've set that value to 1000 now. Please close this issue as "no change required". Apologies for wasting peoples time. |
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Not a waste of time, it's just that the game doesn't really make clear what's happening. I don't really know how it could get to that kind of detail without flooding the interface, but that's beside the point ;) |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 21, 2011 10:22 am | Malibu Stacey | New Issue | |
Feb 21, 2011 10:27 am | keith.lamothe | Note Added: 0010581 | |
Feb 21, 2011 10:27 am | keith.lamothe | Assigned To | => keith.lamothe |
Feb 21, 2011 10:27 am | keith.lamothe | Status | new => feedback |
Feb 21, 2011 12:09 pm | Malibu Stacey | Note Added: 0010585 | |
Feb 21, 2011 12:09 pm | Malibu Stacey | Status | feedback => assigned |
Feb 21, 2011 12:53 pm | Red Spot | Note Added: 0010589 | |
Feb 21, 2011 1:30 pm | Malibu Stacey | Note Added: 0010594 | |
Feb 21, 2011 1:35 pm | keith.lamothe | Note Added: 0010595 | |
Feb 21, 2011 1:35 pm | keith.lamothe | Status | assigned => closed |
Feb 21, 2011 1:35 pm | keith.lamothe | Resolution | open => no change required |