The issue
I have a lot of Pentapods that don't do anything anymore.
They're the red streaks above the base. They seem to be remnants of thwarted attacks. As if they were separated from the group that was destroyed in the meantime?
They didnm't appear at once. They gradually get more and more over time.
I saw another posts about red dots on the map; without the pentapods being there. I experience that, too. But these ones are here. for sure (hard to see in the contrast, but they're really there:
They don't move or wiggle at all. Idle pentapods around spawners move. But these ones don't. Its like their AI is just frozen/broken. I've not yet tried attacking them; as I am currently on another planet and don't have spidertrons yet.
Reproduction:
I don't know the steps how to reproduce. It's just happening as I am doing other things on other planets.
What do I expect
I expect them to finish their attack; Or join in on the next attack (plenty of groups have passed them); Or to retreat... anything really.
Possibly related, but probably not
I also notice I get a lot of "destroyed building" errors when pentapods walk over the mines I put down. I don't recall seeing notifications about those on Nauvis with biters. Maybe it's the interaction between mines and pentapods that break the groups?
[2.0.14] Idle or frozen Pentapods
Re: [2.0.14] Idle or frozen Pentapods
Oh, I forgot the save. Here it is.
- Attachments
-
- Space Age.zip
- Save file
- (32.22 MiB) Downloaded 15 times
Re: [2.0.14] Idle or frozen Pentapods
Stompers have an area attack on the ground they step on if they have a target, this will also kill mines. If there's nothing to target (ie. no turrets or bots) they won't go into attack mode and instead die horribly to land mines.Xcone wrote: ↑Mon Nov 04, 2024 6:14 pm b]Possibly related, but probably not[/b]
I also notice I get a lot of "destroyed building" errors when pentapods walk over the mines I put down. I don't recall seeing notifications about those on Nauvis with biters. Maybe it's the interaction between mines and pentapods that break the groups?
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I remotely added some turrets nearby; they got killed but didnt move at all while being shot.
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I've landed on Gleba again today; and the moment I did the pentapods closest to the landing site started moving again, .. ie. attacking. The further ones didn't, but after I moved closer to them to investigate, they started moving, too.
Re: [2.0.14] Idle or frozen Pentapods
I can confirm this issue as well, having an issue where while remotely driving a tank on nauvis (while character is on vulcunus), all biters AI will freeze when out of view and wont unfreeze unless I attack them. All biters appear frozen when looking at them through remote view.
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I did not encounter the issue anymore. Ever since I returned to Gleba and cleared out the frozen ones, there have not been any new frozen pentapods in the meantime.
There's more going on though, so I'll list them here, just in case it might be relevant if the bug still gets investigated:
- Reported in 2.0.14, but running 2.0.15 now (no mention of pentapods in the changelog though).
- I put down mines further away from the defense. This certainly helped with the defense, most attacks are thwarter much earlier.
- I added artillery, which cleared all nearby bases, so I am just not attacked as much anymore as most pentapods are outside of spore range. I do still get attacked though. So if the issue persisted I would expect some frozen pentapods.
- The evolution has gone way up. When the issue reported I was facing mostly medium pentapods variants. In the meantime they're all big variants.
So maybe the earlier kills (if the issue was related to aggroing), the long range (maybe they freeze but get killed anyway), or in case of AI difference (if any) between medium and big pentapods, or a change in 2.0.15 affecting it; .. I am happy to not have stuck pentapods anymore.
There's more going on though, so I'll list them here, just in case it might be relevant if the bug still gets investigated:
- Reported in 2.0.14, but running 2.0.15 now (no mention of pentapods in the changelog though).
- I put down mines further away from the defense. This certainly helped with the defense, most attacks are thwarter much earlier.
- I added artillery, which cleared all nearby bases, so I am just not attacked as much anymore as most pentapods are outside of spore range. I do still get attacked though. So if the issue persisted I would expect some frozen pentapods.
- The evolution has gone way up. When the issue reported I was facing mostly medium pentapods variants. In the meantime they're all big variants.
So maybe the earlier kills (if the issue was related to aggroing), the long range (maybe they freeze but get killed anyway), or in case of AI difference (if any) between medium and big pentapods, or a change in 2.0.15 affecting it; .. I am happy to not have stuck pentapods anymore.