Author Topic: Blade Spawners per guard post - How many?  (Read 4534 times)

Offline KingIsaacLinksr

  • Master Member
  • *****
  • Posts: 1,332
  • A Paladin Without A Crusade...
Re: Blade Spawners per guard post - How many?
« Reply #15 on: March 30, 2011, 02:06:39 pm »
Wow, that was fast. As soon as that game started, I found a planet with the max per post caps violated. If you check out the planet labeled as the violating planet, you will see 2 or 3 Mk. III blade spawners around several of the guard posts (each).

I think this happened during game seeding too. So you should be able to copy the settings I used from the save game and debug the seeding process from there.
Aha! Thanks for those.  Inspecting them I discovered why they're ignoring the per-guard-post-caps: they're not actually "guarding" the guard posts!  They just happen to be near them.  They used to have guns, but those guns were removed because of player complaints about it being hard to keep the range, etc, but a ship with zero attack is not eligible to guard things.  So it's side-stepping the caps.

Figuring out how to work around that.

This amuses me that ships are ignoring your rules in your game :P

King
Casual reviewer with a sense of justice.
Visit the Arcen Mantis to help: https://www.arcengames.com/mantisbt/
A Paladin's Blog. Long form videogame reviews focusing on mechanics and narrative analyzing. Plus other stuff. www.kingisaaclinksr.com

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Blade Spawners per guard post - How many?
« Reply #16 on: March 30, 2011, 02:13:37 pm »
Nah, it was us forgetting another of our rules (that ships with no attack cannot guard) ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Red Spot

  • Sr. Member Mark III
  • ****
  • Posts: 462
Re: Blade Spawners per guard post - How many?
« Reply #17 on: March 30, 2011, 02:43:08 pm »
Did someone mention that to the blade spawners .. that they cant guard. Seems to me they are ignoring that rule :D
(They apparently guard the crap out of human-planets :D)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Blade Spawners per guard post - How many?
« Reply #18 on: March 30, 2011, 05:20:45 pm »
Ok, I've got a fix in for 5.010 that should hopefully restore some sanity :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Blade Spawners per guard post - How many?
« Reply #19 on: March 30, 2011, 05:37:43 pm »
Well, now that a "do not move to attack unless given explicit orders that would require moving" logic has been added, I am anticipating a bunch of people asking for thy behaviour be applied to a bunch of other odd to use ships.

Just as a note, adding this flag to fortresses won't help their "move a bit when given explicit attack order even if the target is in range" issue. That is being caused by a different bug in another mechanic.

Offline BobTheJanitor

  • Master Member Mark II
  • *****
  • Posts: 1,689
Re: Blade Spawners per guard post - How many?
« Reply #20 on: March 30, 2011, 05:45:56 pm »
Well, now that a "do not move to attack unless given explicit orders that would require moving" logic has been added, I am anticipating a bunch of people asking for thy behaviour be applied to a bunch of other odd to use ships.

Just as a note, adding this flag to fortresses won't help their "move a bit when given explicit attack order even if the target is in range" issue. That is being caused by a different bug in another mechanic.

I'm guessing that's been reported but just not fixed yet? Because ships shuffling towards things that are already in range when I give them attack orders annoys me to no end.

Offline Red Spot

  • Sr. Member Mark III
  • ****
  • Posts: 462
Re: Blade Spawners per guard post - How many?
« Reply #21 on: March 30, 2011, 05:51:55 pm »
What I personally find more troublesome is that preffered target gets ignored in some cases. When using sniper turrets on raidships they auto target them the instance they enter the planet, but ships seem to have bit of a mind of their own.
Neither is really much of an issue though, kind of prevents a bit of an 'automated game' as well. :)

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Blade Spawners per guard post - How many?
« Reply #22 on: March 30, 2011, 06:12:18 pm »
What I personally find more troublesome is that preffered target gets ignored in some cases. When using sniper turrets on raidships they auto target them the instance they enter the planet, but ships seem to have bit of a mind of their own.
Neither is really much of an issue though, kind of prevents a bit of an 'automated game' as well. :)

Preferred target does NOT mean the auto-targeting will always go for that type first, just adds something else to the factors auto-targeting considers (admittedly, a pretty high priority consideration), but plenty of other goals that the auto-targetting tries to meet can add up and cause the auto-targeting to choose something else. Units built to spread engine damage around (like sniper turrets) are a great example of the auto-targeting having another high priority goal (try to take out as many engines as possible) that can frequently out-weight the ship type preference.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Blade Spawners per guard post - How many?
« Reply #23 on: March 30, 2011, 06:14:42 pm »
Well, now that a "do not move to attack unless given explicit orders that would require moving" logic has been added, I am anticipating a bunch of people asking for thy behaviour be applied to a bunch of other odd to use ships.

Just as a note, adding this flag to fortresses won't help their "move a bit when given explicit attack order even if the target is in range" issue. That is being caused by a different bug in another mechanic.
I think it may not be clear what that does.  A ship with it will not move to intercept even in FRD, but only when you actually right-click the enemy ship.  I'm imagining enough players will want their FRD fortresses to keep auto-intercepting that giving them this flag won't work.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Red Spot

  • Sr. Member Mark III
  • ****
  • Posts: 462
Re: Blade Spawners per guard post - How many?
« Reply #24 on: March 30, 2011, 06:17:02 pm »
I think it may not be clear what that does.  A ship with it will not move to intercept even in FRD, but only when you actually right-click the enemy ship.  I'm imagining enough players will want their FRD fortresses to keep auto-intercepting that giving them this flag won't work.

Does that actually work, forts on FRD?

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Blade Spawners per guard post - How many?
« Reply #25 on: March 30, 2011, 06:18:22 pm »
I think it may not be clear what that does.  A ship with it will not move to intercept even in FRD, but only when you actually right-click the enemy ship.  I'm imagining enough players will want their FRD fortresses to keep auto-intercepting that giving them this flag won't work.

Does that actually work, forts on FRD?
Well, unless human forts don't move (that seems to keep changing), yea, I imagine they chase just like anything else.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Blade Spawners per guard post - How many?
« Reply #26 on: March 30, 2011, 10:43:08 pm »
About human forts, I think they will be willing to target stuff outside their range (and thus move some) if they are put into FRD. Its just that they do not go into FRD even if the mobile military auto-FRD control option is on. You can still put them into FRD yourself. I'll need to test fortresses on FRD to be sure though.

Anyways, is it possible to push out 5.010 by tonight or at the latest evening tomorrow? This blade spawner bug is a MASSIVE gamebreaker for those unfortunate to get an AI that chose it. Again, I don't want to nag, but this bug was a decently big deal.