novalith attacks from my allies...is this a bug?

One thing ive noticed is that factions i have ceasefires, or even full alliances with, seem to still be able to bombard me with novalith bolts, and they do a LOT of it. This seems pretty undiplomatic to me. Im also having trouble getting some factions to send envoys, even after we have a ceasfire

Is this normal?

13,908 views 21 replies
Reply #1 Top

is this right after you have taken a planet?

 

Its hard to stop a bullet thats been fired, even if you want to.

Reply #2 Top

Quoting Pbhead, reply 1
is this right after you have taken a planet?
End of Pbhead's quote

Nope in my case... it is shooting at planet that i own for hours... have same increase the diplomatic level for planet vision, so i am sure that the AI know that he is shooting a friendly planet...

In fact, only my two AI allies are shooting at me, and not a single round but a lot of them :

 

 

 

Reply #3 Top

In regards to allies firing novaliths on allied planets its not an issue with the ai, its the nature of the weapon itself, and its most noticeable when the distances the missile itself has to travel is huge. I never have this issue in single star systems.

For example the ai keeps firing the missiles at an enemy planet that you happen to take over, well those missiles that are on the way are going to impact your planets even if the ai know you have it. And sometimes missile times take over five minutes to reach the target, giving the impression that the ai is targeting you when in actuality its not. In fact I have been hit by my OWN weapons after I take over an enemy planet.... talk about embarassing.

Reply #4 Top

I have also experienced this bug both on rebellion and on trinity and the conditions are the exact same as the ones you have described I have even left planets that are getting bombarded for good amounts of time so that all the pre launched shots have landed and then colonized them but they start firing again so is a definite bug and not a case of bad luck like others are suggesting 

Reply #5 Top

I have the same issue. They need to fix it so that the ai can not elect he planet if you own t and are on peace treaty and have it so that the cannons can only attack within its own star system. Same with vissari being able to jump to far star systems.

Reply #6 Top

My experience is not with distant star systems, mine is within the same system, and for hours after I've taken over the several planets they seem to like firing at. My enemies don't seem to fire at me. This definitely has to be a bug...

Reply #7 Top

I can confirm StarFallArmada's & Thoumsin's statements : Friendly AI's fire their Novaliths at your systems, although other empires were also targeted.

These were systems that had been established for a long time - even before the AI had started building Novaliths.

This is IMHO is a new bug, friendly AIs in Trinity did not target your core worlds.

Polistes is also correct, but only for newly colonized planets where the super-weapon fired beforehand - I've had that happen (with my own Novalith) while playing Trinity.

The only counter to this new bug are SBs + Aux Govt at every planet, including your core systems.

Fortunately, in my case I had the economy to fund it and therefore could afford the 100% trade loss of the Novalith impact.

The AIs favoured specific planets, especially those that had an artefact.

Oddly enough, my empire didn't seem to mind (too much) that it was being bombarded, surely that should have a negative effect on the diplomatic relationship?

 

Reply #8 Top

Although I have not been able to reproduce this bug for a long time, I have also experienced this.  Novaliths that fire on friendly planets long after there would be a problem with shots already in transit.  Like I said though, I haven't been able to get it to happen again, I would assume it is difficult to trigger.

 

Aside from that, I do agree that super weapons should no longer be able to fire outside of a solar system, it is immensely irritating.  Or, if that is not an option, some sort of choice when you are setting up the match, to turn off super weapons(especially the novalith, it is far to overpowered).

Reply #9 Top

Quoting NewHorizons, reply 7
...I can confirm StarFallArmada's & Thoumsin's statements : Friendly AI's fire their Novaliths at your systems,...
End of NewHorizons's quote

Well, have start a new game yesterday , with one of my custom map ( 10 sun, 4 pirate base by sun, no wormhole, 10 player, over 350 planet )... around 20 hours play and everything work like it need to be...

Allies stop firing on my planet once they scout them again or once i have the planet vision pact...

My two previous games was with the huge multistar random... first problem was ship who dissappear ( visible in the left tree but not in the game itself )... once this happen all the rest is mess up ( diplomacy failure, trade line failure, proximity  mine failure, etc )... maybe the bug who make ship dissappear break down the game who begin to run amok and have strange behaviour in non related thing... somehow like a stack buffer overflow who corrupt adjacent data and lead the sofware to crash or behalve incorrectly...

Pity that the rebellion devs.exe is not included in the Beta, it will really help to beta testing... now, hours of play are needed for recreate a almost identical situation... with the devs.exe, you can create a situation that you control perfectly and reproduce it identical if needed...  

Reply #10 Top

that all traveling time. if you fire a novalith between stars this bullet can need hours. just try 4 your self. fire a bullet. focus on it and than just watch it flying. but do it on 8x speed :)

on this way i have killed my own planets with novalith..

 

 

Reply #11 Top

Quoting Thoumsin, reply 9

... first problem was ship who dissappear ( visible in the left tree but not in the game itself )... once this happen all the rest is mess up ( diplomacy failure, trade line failure, proximity  mine failure, etc )... maybe the bug who make ship dissappear break down the game who begin to run amok and have strange behaviour in non related thing... somehow like a stack buffer overflow who corrupt adjacent data and lead the sofware to crash or behalve incorrectly...
End of Thoumsin's quote

That is interesting!

The game where my planets were being bombarded by allied Novaliths was also affected by the "missing ships" bug (at least a couple of Kodiaks).

I would say Thoumsin's theory sounds very reasonable.

At least we now know this isn't a problem with the AI or Novalith.

This may give the Devs somewhere to look, eg prioritize the "missing ships" bug.

Reply #12 Top

Quoting Thoumsin, reply 9

first problem was ship who dissappear ( visible in the left tree but not in the game itself )... once this happen all the rest is mess up ( diplomacy failure, trade line failure, proximity  mine failure, etc )... maybe the bug who make ship dissappear break down the game who begin to run amok and have strange behaviour in non related thing... somehow like a stack buffer overflow who corrupt adjacent data and lead the sofware to crash or behalve incorrectly...
End of Thoumsin's quote

I can also confirm that I had the Novalith friendly attack AI bug only after I had the Titan invisible bug before.

Reply #13 Top

Quoting unic, reply 10
that all traveling time. if you fire a novalith between stars this bullet can need hours
End of unic's quote

Well, it take time for sure ( but not hours )... but what about the voice who say that a power surge of great magnitude was detected ( or something like this ) AFTER peace treaty and planeyt vision...

As now, i have 2 AI who have stop shot at me ( have peace treaty and planet vision ), 1 friendly AI who continue to shoot at a previous pirate base that i have colonize now ( have not  planet vision and he have not send a scout/ship there since i own the planet )... and two ennemy AI who shoot at me from time to time... 4 AI have kill each other, they build a bunch of novalith but don't think about add aux gov ability to the starbase on their homeworld and since i play with the homeworld victory condition...

Quoting NewHorizons, reply 11
I would say Thoumsin's theory sounds very reasonable.
End of NewHorizons's quote

Well, it is only a theory... we inform the devs about bugs encounter... and it have happen in my first two games... but i think that it is important to say when it work perfectly like in my third game ( well, something can happen later too )... it mean that it is not a problem related to how the AI work at diplomatic level ( i mean the rules ) but more something with mess up the normally good working rules...

And i don't thing that my custom map have something to do with the problem... it is the same that the huge random multistar but in place of 5 star, i have duplicate 10 time the first star data, setup pirate base to 4 by star, player to 1 by star and remove wormhole type... map was made with notepad since trying to use the ingame map editor ( when click the show map ) directly crash the game to the desktop ( this is one bug )...

Reply #14 Top

Quoting Thoumsin, reply 13
Well, it is only a theory...
End of Thoumsin's quote

Indeed, finding patterns and associating causes to effects is often the hardest part of fixing obscure bugs, well spotted.:thumbsup:  

Both myself and Sonntagshut with his missing Titan (ouch!) seem to confirm this.

Reply #15 Top

well, you can have thousand of guy who know the problem after ship dissappear, a single guy who have the problem without the ship dissappear will destroy my theory...

Just need to remember that peace treaty is not enough... planet need to be explored by the AI AFTER you own it or planet vision is needed... delay is possible too, not hours but at least several minutes...

Reply #16 Top

Quoting Thoumsin, reply 15
well, you can have thousand of guy who know the problem after ship dissappear, a single guy who have the problem without the ship dissappear will destroy my theory...

Just need to remember that peace treaty is not enough... planet need to be explored by the AI AFTER you own it or planet vision is needed... delay is possible too, not hours but at least several minutes...
End of Thoumsin's quote

 

I don't recall having the disapearing ship thing when it happened to me, but it happened awhile ago, i may have just not noticed, or maybe i forgot.

Reply #17 Top

Ive never had the invisible titan bug, so im not seeing that correlation staying valid...

 

Reply #18 Top

Ok, maybe I didn't explain clear enough, I had this bug with the AI attacking friendly planets with novalith 2 times yet. Both times it happened after I had my Titan invisible before that(so self destruct and rebuild...), and yes, I did have a peace treaty then.

I just meant to confirm that (for me) the bugs went together so far.

 

Thing is, I also had games where none of the bugs happened, so it's a bit like either it's totally bugged or not at all from my point of view ;).

Reply #19 Top

Quoting StarFallArmada, reply 17
Ive never had the invisible titan bug, so im not seeing that correlation staying valid...
End of StarFallArmada's quote

I have only know the invisible titan in my first game with 0.60 ... second game with 0.61, it was two pirate  ship who remain invisible at one of the pirate base... have see it only after i have colonize it and clean the gravity wheel... later, similar thing in a AI gravity weel... the invisible ship thing can appear everywhere to everybody...

My third game remain without problem for now... try to make the game more long, hoping to have problem appear but it have not (yet ) work...

Good bug are the one who can be reproduced without problem multiple time by everybody... the bug who seem to be random are nasty one who are very difficult correct... Good thing is that Stardock/ironclad will never give up... i remember that they have work for years to solve a sins bug who was hitting only a few rare player...

Reply #20 Top

Quoting Thoumsin, reply 19
the invisible ship thing can appear everywhere to everybody...
End of Thoumsin's quote

Yup, missing ships does not just affect your own fleet, it would appear to affect all factions.

I've also had a planet that was highlighted as being under attack.

Two neutral ships were visible in the empire tree, but nowhere to be seen in the gravity well.

Missing ships may be the cause or it may be just one manifestation of (hopefully) one common bug that also produces other side-effects :- friendly Novalith fire, mines not detonating, duff trade routes etc.

It does, however, appear to be the first sign that something has gone wrong.

 

Reply #21 Top

I've got an invisible Flagship now in one of my games...

 

But btt, I've even seen an AI Player nuke his OWN planet now, multiple times.