2 small targetting bugs

1: Ships will not autoattack structures with 0 HP (placed but not built) even if there are no other targets. As even enemy structures take up tactical or civil buildpoints it can prevent you from building in a newly aquired gravwell.
You have to destroy these structures manually to get rid of them.
Either give them a low priority or the same as the built/partially built one as it really takes only one salve to destroy it(i hate this with metal/crystal extractors)

2: Due to the "dagage optimisation" gauss cannons sometimes switch targets if a ship is very badly damaged (20-50 hp) but not destroyed. They then witch to a new fresh target an leave the ship that would take only one more hit fighting on.
Dependent on the researches done it can happen quite often and you have to manually target teh gauss to the badly damaged ships to destroy them.
I didn´t have this problem with other ships, probably because their weapons don´t do such a high single impact damage and this keep hitting the ship even if its Hp is low.
3,031 views 12 replies
Reply #1 Top
3: Fighters will ignore other Fighters after they have taken out the enemy bombers and will go for other enemy vessels instead.
They really should clear out any fightercraft before going after larger ships.
Bombers>Fighters>All other
Reply #2 Top
1: Ships will not autoattack structures with 0 HP (placed but not built) even if there are no other targets. As even enemy structures take up tactical or civil buildpoints it can prevent you from building in a newly aquired gravwell.
You have to destroy these structures manually to get rid of them.
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Logic, flaw, not design flaw. Which is to say, the ability to manually attack 0% structures isn't even supposed to be in -- its the equivilant of attacking a "coming soon!" sign, and shouldn't be happening.

3: Fighters will ignore other Fighters after they have taken out the enemy bombers and will go for other enemy vessels instead.
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I'm willing to bet your seeing this in battles over your own territory, when fighters are going after capitol ships even before attacking bombers... right? Its a known issue, been corrected just not in a released patch.
Reply #3 Top
Fighters should give some attack priority to defensive structures that are at 0% completion. It is always best to take them out BEFORE construction starts. A fighter would also be perfect for taking them out as a single point of damage is all that is required to destroy them. Additionally, fighters are fast enough to increase the odds that they reach the target prior to the construction frigate.
Reply #4 Top


I'm willing to bet your seeing this in battles over your own territory, when fighters are going after capitol ships even before attacking bombers... right? Its a known issue, been corrected just not in a released patch.
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Nope, they are attacking the bombers just fine.
But then after all bombers are destroyed they just attack the enemy frigates (i think)
There was a battle where i was attacking an enemy homeworld and where both sides had 3 fighters squadrons in the end left which were happily ignoring each other.

Reply #5 Top
I believe that the 0 health buildings does go against logic but for some fluke it might actually be gameplay enhancing. I for one believe so and it has been engrained into my gameplay style to manually search-out 0 hp buildings , even scout for them and send in opportunistic attacks just to kill 0 hp buildings. I think its fun and a test of your awareness in-game. However I do see it been a problem if your not the sort of player who microes his battles...

Other great RTS games have also expierenced gameplay enhancing flukes . Forexample in Total Annihilation , there was a bomber bug where a bomber could release extra bombs if it targeted its next target only when the first bomb is released. This goes against logic , but the term "multi-bombing" became a refined art and skill that players honed online for many years.
Reply #6 Top
I would like to see 0% structures disappear when the planet is re colonized. The "under construction" signs get torn down, there should be no need to manually target them.

I would like fighters to dog fight other fighters after the bombers are gone. Then once air supremcy is achieved go after the frigates and other ships.
Reply #7 Top
I noticed something similar to assault fleets failing to destroy an enemy structure. It happens in systems where another player has mined out an asteroid completely. Your fleet will not destroy the structure. I guess it doesn't matter, unless the enemy's depleted mining structure can 'spy' on what's going on in the system.

I haven't played multiplayer, so I don't know what other players can see when there are multiple players with structures in one system. Maybe someone else can shed some light?
Reply #8 Top

I believe that the 0 health buildings does go against logic but for some fluke it might actually be gameplay enhancing. I for one believe so and it has been engrained into my gameplay style to manually search-out 0 hp buildings , even scout for them and send in opportunistic attacks just to kill 0 hp buildings. I think its fun and a test of your awareness in-game. However I do see it been a problem if your not the sort of player who microes his battles...
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Oh, i micro them, but its also the same for the AI, they simply CAN´T destroy them.
You can build indefinitly new gauss cannons in your line while the AI attacks them, since they rarely target the builder and wont target the non-built ones.
I don´t know if they´d attack these buildings after they take a planet (never lost one against the AI ) but probably not. And as it takes up logistical and tactical slots to build they won´t be able to utilize the planet properly.

On that note:

Ihad a situation, where i had taken a planet and the asteorids for res were not occupied, but there was a huge asset of other buildings in the gravwell.
Since the planet resets i had used 12/6 logistical slots (even though i had no own buildings)
And i couldn´t build any extractors, even though they take 0 slots (the game said there were no free logistical slots)
I think this should be fixed aswell!

Reply #9 Top
Fighters should give some attack priority to defensive structures that are at 0% completion.
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See above: Ability to attack construction still at 0% is considered a bug.
I would like to see 0% structures disappear when the planet is re colonized. The "under construction" signs get torn down, there should be no need to manually target them.
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Agreed!

I think this should be fixed aswell!
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What? The fact that any structures in the grav well count towards the planets cap? There have been a few discussions on that already -- I don't remember off hand if any devs joined in, but the consensus (well, the idea I liked the most) was that it'd be a good idea to make structures "degrade" if their owner doesn't own the planet anymore. (Slowly, so repair centers could still keep up... and the structures keep functioning, so they still have to be destroyed or you get to watch your opponent gain from 'em! )
Reply #10 Top
Something to keep in mind is players abusing this, whatever the decision. In some games, notably Age of Empires 1, you could cause great havoc due to the way most RTS do building in this manner. In AOE, you could just like get the wall (which requires only 5 stone each), and just 'build' across the map.

Many times I succesfully screwed another player by filling his base up with 0% built walls, which while they only need 1 hit to kill, you need to micro to kill it all, which takes way alot of time, meanwhile I've taken out the important buildings. I don't see fully how it would be done in SINS, seing as things are more sparse, but I can forsee this being a possible issue.
Reply #11 Top
Sorry Thelen SharSF, I can't see this being exploited in ANY way EVER.

Sure, your opponent can spend enormous resources creating a bunch of 0% structures that you can kill with 1 shot....this helps him how? It certainly won't block your ships in any way. So unless your opponent's goal is to throw away all his resources and lose in a spectacularly stupid fashion, this isn't an exploit.

Any halfway decent player will send some forces to kill off these 0% structures before construction actually starts (fighters are very good at doing this very thing).

Also, Age of Empires is a game where resources and lives are cheap commodities. This is why your exploit works in that game. Resources are much scarcer in Sins, however (until the later stages, anyway).

Reply #12 Top
Something to keep in mind is players abusing this, whatever the decision.
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Personally, I'm hopeful for something along the liens of the following:

When a planet is "destroyed" all 0% buildings are automatically canceled (full refund). Any 1% or higher building is automatically targeted by units (subject to unit priority), and when destroyed will refund a small amount of its purchase price, related to how far along its completed (either straight up percentage, wherein however much undone work is lost is refunded, or better yet according to an equation which "weights" the beginning to show that most of the resources are put on sight fairly early).