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-   -   Remaining issues (http://forum.shrapnelgames.com/showthread.php?t=1132)

Mephisto December 20th, 2000 07:38 PM

Remaining issues
 
Here is a list of remaining issues that I found during my games:

1.) ECM/Combat Sensors broken. This is caused by a "misspelling" in all design files. It momentarily reads "combat to hit add" or "combat to hit dec" but should read "combat to hit offense plus" and "combat to hit defense plus".

2.) The AI constantly tries to upgrade some cargo units but fails to do so because it contains cargo. The AI should unload the cargo first (easy for fighters) or should not upgrade the cargo but instead use the ship. At the moment the ship hangs useless above a space yard and does nothing productive.

3.) The Supply Minister should take over ships without supplies from other ministers. At the moment especially colonizer are running short of supplies and try to reach distant planets (I had a colonizer with a 250 turns route!). As the AI is only producing so many colonizers and these are out to settle in the next millennium, the AI fails to colonize free planets in the vicinity if they became available (due to attacks for example).

4.) Generally, colonizers should not travel farther than Supplies + 1 system for example.

5.) The AI is ignoring the "avoid system" even if told to not enter these systems.

6.) The AI should not channel its space traffic through disrupted warp points. The AI throws away whole fleets this way.

7.) If a warp point is blocked by enemy forces, the AI should not try to move around them and spent all their movement points this way.

8.) The AI should attack satellite Groups above warp points and empty planets. I watched the AI several time to throw colonizer after colonizer without ever colonizing the planet. A combat fleet stand in the adjacent sector but never intervened.

9.) If you upgrade a damaged ship, all damaged components are repaired instantly, only the upgraded components need to be repaired after the upgrade.

Nevertheless, it's fun to play the game. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

[This message has been edited by [K126]Mephisto (edited 20 December 2000).]

KiloOhm December 20th, 2000 07:57 PM

Re: Remaining issues
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>8.) The AI should attack satellite Groups above warp points and empty planets. I watched the AI several time to throw colonizer after colonizer without ever colonizing the planet. A combat fleet stand in the adjacent sector but never intervened.
<HR></BLOCKQUOTE>

This is the biggest AI flaw I've seen, I once cleared a warp point out of his home system of his sattelites and replaced his sattelites with my own, this basically won the game for me since the AI kept trying to replace the satellites he lost and sending his sattelite placer to it's death again and again. He spent all his resources trying to replace the sattelites. Sad to watch.


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Regards,
KiloOhm

Seawolf December 20th, 2000 08:41 PM

Re: Remaining issues
 
All I have to say is ...

Get the new patch!



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Seawolf on the prowl

Jubala December 20th, 2000 09:17 PM

Re: Remaining issues
 
Seawolf, this is with the new patch. At least I assume so as I've seen the retrofit problem with the new patch only.

Tampa_Gamer December 20th, 2000 09:21 PM

Re: Remaining issues
 
Yes, these issues are with ver 1.19. Take a look at my "blacklined" data files posted over in the scenario/mod section. You will see that the design files have not been updated for the new ability names.

Seawolf December 20th, 2000 09:41 PM

Re: Remaining issues
 
Jub,

Was talking about AI.

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Seawolf on the prowl

Instar December 21st, 2000 04:12 AM

Re: Remaining issues
 
Ive seen satellites in use by the AIs (I have beta v1.18)

Mephisto December 21st, 2000 10:42 AM

Re: Remaining issues
 
Problem is not the AI using Sats but it's the AI not attacking Sats above empty planets or -in my case - a warp point.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Instar:
Ive seen satellites in use by the AIs (I have beta v1.18)<HR></BLOCKQUOTE>


Seawolf December 21st, 2000 05:36 PM

Re: Remaining issues
 
K126,

As far as attacking Satlites over an empty planet in my game they only do it if want to colonize the planet. If they don't there really isn't a reason to attack them.

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Seawolf on the prowl

greghacke December 21st, 2000 05:42 PM

Re: Remaining issues
 
seawolf-
I don't think you caught it:

8.) The AI should attack satellite Groups above warp points and empty planets. I watched the AI several time to throw colonizer after colonizer without ever colonizing the planet. A combat fleet stand in the adjacent sector but never intervened.

The AI will send CS after CS to a planet with Sats. Each one will be destroyed quickly by the Sats. The AI _never_ sends in warships to clear the Sats so that they can colonize it.

For me, it's kinda fun. Discovered the AI was a Rock/O2 race. Using a Sat deployer for my exploration, every time i find a planet that's Rock/O2, I drop some sats. It never clears them and can never colonize them...


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