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IDProjectCategoryLast Update
0002960AI War 1 / ClassicBug - OtherMar 13, 2011 6:08 am
Reportermotai Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version5.002 
Summary0002960: devourer not being able to attack neizul hybrids
Descriptionscreenshot pretty much tells it. people might not realize it since this can happen outside of player view but devourer is likely being killed because it cant kill the 20+ ships mobbing it. seems this only affect neinzul hybrids so far. also once they kill it about 2-6 hours in then they beeline for player command station en masse and tend to kill you.
TagsNo tags attached.
Internal Weight

Relationships

has duplicate 0002971 closedkeith.lamothe Hybrid Hive Observations 
related to 0002967 resolvedChris_McElligottPark Devourer Golem Killed by AI Implosion Units 
related to 0002979 closedChris_McElligottPark dyson cant shoot at hybrids but hybrids shoot dysons 

Activities

motai

Feb 26, 2011 4:54 am

reporter  

Chris_McElligottPark

Feb 26, 2011 8:07 am

administrator   ~0010774

Yes, this is expected. In general, minor factions can't attack one another. The exceptions being the human-allied ones being able to attack the ones that are enemies to humans. Other than that, no.

motai

Feb 26, 2011 8:45 am

reporter   ~0010776

the devourer is a minor faction .. ok ill buy that. however these are ai directly controlled hybrids. and they can attack the golem but it cant attack back. just remarking it doesnt seem right. and that it is causing aggressing of many swarms of hybrids as it runs around the galaxy leaving them behind. anyway just verifying this is as intended.

KDR_11k

Feb 26, 2011 9:29 am

reporter   ~0010777

Aren't hybrids AI Plots, not minor factions?

The devourer shouldn't be taken down without resisting, it should either be left alone by those things or just murder them.

ArcDM

Feb 26, 2011 9:29 am

reporter   ~0010778

Months ago I've seen 60 hybrids attacking a Devourer and barely scratching it (perhaps its different now). Recently I've seen hybrids and spire craft nearly killing it on more than one occasion. I say the golem needs a buff (its not intended to be killed anyways).

keith.lamothe

Feb 26, 2011 9:32 am

administrator   ~0010779

Hybrids aren't minor faction, per se, no. But the hybrid hulls themselves are mark V, and the Devourer cannot shoot mark V stuff. They _can_ shoot the hybrids' escort fleets (unless those are also mark V).

And killing the Devourer shouldn't be at all easy. In fact it's basically impossible without a pure mark-V fleet. But having it sometimes get taken down through an unexpected interaction of other minor faction or the FS capital ships, etc, is ok.

motai

Feb 26, 2011 7:00 pm

reporter   ~0010801

i want to say that im less concerned with it dying or taking damage than if its intentional that it goes around aggravating core and home ai planets that become free and directly attack the player with overwhelming force. 20-40 hybrid 3 ships at your home station with escort just because they got freed 12 systems away and gathered reinforcements on the way when the devourer warped out seems excessive at 100 ai progress inside 3-4 hours especially when it starts happening every 6 minutes without any warning.

keith.lamothe

Feb 26, 2011 7:38 pm

administrator   ~0010803

The devourer shouldn't be freeing any ships. Hybrids are always free, and will attack you as soon as they've got their attack force adjacent to the target (there can be multiple separate forces gathering).

And yes, Hybrids also attack with warning, that's part of their design (though with scouting and the galaxy map filters you can usually tell where they're going to attack and can pre-emptively strike them or at least prepare, etc).

But what do you mean by every 6 minutes? I could see 1 or 2 (or maybe a little more) hybrids coming through every 6 minutes, maybe, or do you mean 20-40 every 6 minutes? Their spawn rate shouldn't be able to support that.

motai

Feb 27, 2011 12:32 pm

reporter   ~0010810

it does its a building effect. it starts as 1-2 every 5-10 minutes no problems but soon its 5-6 still defenses can handle it by about 4-6 hours thoguh its starting to be groups of 10-15 and you cant kill them before reinforcements show up so its a losing proposition based purely on their expansion rates. the roaming hives have some similair issues since they appear to have had spawn rates buffed. before patch i was getting spawns of 3-5 ships per trigger from the hive now its groups of 15-20 ships per trigger of the hive

keith.lamothe

Feb 27, 2011 8:19 pm

administrator   ~0010814

Are we talking about only Hybrid Hives? They used to have the ability to build more spawners and thus increase their spawn rate but that was taken out until we found a more balanced way. So there's really no way they can increase their overall spawn rate.

Or are you also talking about Roaming Enclaves and/or Preservation Wardens?

motai

Feb 28, 2011 12:30 am

reporter   ~0010819

Last edited: Feb 28, 2011 12:33 am

ok ...
hybrid hives- yes im talking about they escalate over time not sure how related to ai progress it is. also i have noticed that hives will randomly spawn at the ai command stations. i often catch 15-30 of them lingering there. not sure if that is part of their intended wandering behavior or part of them retreating form a losing battle to attach to a future wave. they linger there and then are freed as you enter the system and proceed on a rampage even with just scouts triggering. or if the golem wanders over their gather and trigger by killing their linked ships.

roaming enclaves(neinzul)- they dont spawn fasterjust that the ticker on the ship when it spawns ships now spawns 12-20 instead of 5-7 at a time. im guessing it was intentional. the increase however means that a passing ship now spawns waves approaching 600 to 900 if left outside of turret ranges as often happens. because of the other issue however i havent made it far enough to see if this spawn size is linked to ai progress from experience or if it is otherwise time related though it doesnt appear so. might also be so link to max ship limits that changed in the patch.

preservation warden- i have never seen a preservation hive only their random spawn ships. they seem fairly insignificant actually which early game is great but im guessing they are more related to ai progress or time or mined mineral totals and will become a bigger factor as the game wears on.

motai

Mar 13, 2011 5:09 am

reporter   ~0011070

btw i finally realized the logic loophole that prevents the devourer from targeting the hybrids. the base hull is a constructor one of the excluded target class. all the modules are marked as immobile turrets though they are linked to the position of the hybrid base ship. these are also a restricted target class. im not sure if this is a intended interaction. at the least i would think that the devourer would retaliate against turrets that shoot it to clean off the hybrid even if it doesnt kill the base ship.

KDR_11k

Mar 13, 2011 6:08 am

reporter   ~0011074

Does it attack riot starships?

Issue History

Date Modified Username Field Change
Feb 26, 2011 4:54 am motai New Issue
Feb 26, 2011 4:54 am motai File Added: Screenshot_2011_02_26_03_47_59.png
Feb 26, 2011 8:07 am Chris_McElligottPark Note Added: 0010774
Feb 26, 2011 8:07 am Chris_McElligottPark Status new => closed
Feb 26, 2011 8:07 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 26, 2011 8:07 am Chris_McElligottPark Resolution open => no change required
Feb 26, 2011 8:45 am motai Note Added: 0010776
Feb 26, 2011 9:29 am KDR_11k Note Added: 0010777
Feb 26, 2011 9:29 am ArcDM Note Added: 0010778
Feb 26, 2011 9:32 am keith.lamothe Note Added: 0010779
Feb 26, 2011 7:00 pm motai Note Added: 0010801
Feb 26, 2011 7:38 pm keith.lamothe Note Added: 0010803
Feb 27, 2011 12:32 pm motai Note Added: 0010810
Feb 27, 2011 8:19 pm keith.lamothe Note Added: 0010814
Feb 28, 2011 12:30 am motai Note Added: 0010819
Feb 28, 2011 12:33 am motai Note Edited: 0010819
Feb 28, 2011 1:04 am motai Relationship added has duplicate 0002971
Feb 28, 2011 1:06 am motai Relationship added related to 0002967
Mar 1, 2011 4:07 am motai Relationship added related to 0002979
Mar 13, 2011 5:09 am motai Note Added: 0011070
Mar 13, 2011 6:08 am KDR_11k Note Added: 0011074