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IDProjectCategoryLast Update
0009638AI War 1 / ClassicSuggestion - AI Type IdeasSep 24, 2012 12:50 pm
ReporterFaulty Logic Assigned To 
Severityminor 
Status newResolutionopen 
Summary0009638: Neinzul Hive Mind
DescriptionFor those who really wanted to fight the buggers:

Has huge numbers of youngling ships on its planets and in its waves. These ships stop working upon the destruction of its mothership (one per planet, one per wave).
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Arkillion

Sep 23, 2012 9:43 pm

reporter   ~0028487

I hate fighting them...
But I like the pain..
Maybe make the Hive an actual command station and maybe add some posts like the hybrids who do different on the planet (or wave) or produce different kind of special younglings
I really like the idea

ArcDM

Sep 24, 2012 1:23 am

reporter   ~0028489

Last edited: Sep 24, 2012 1:24 am

Perhaps instead of the ships stop working (thus needing a brand new script and flag-value to handle the new feature) have the ships all self destruct upon destroying the 'mother ship'. This will also save on tedious clean up, especially since if you want to be true to the Ender's Game idea the bugger ships did not stop, the ships continued on their last orders given, as the buggers inside went brain dead when their queen died.

I also recommend changing the 'mother ship' to 'command ship'. For one, there is already a ship called 'mother ship'. For two, to make it clear of what it does.

KDR_11k

Sep 24, 2012 12:50 pm

reporter   ~0028490

Last edited: Sep 24, 2012 12:53 pm

Younglings expire naturally anyway, once their reinforcements are cut they're gone. If this AI can avoid attrition until its troops leave its territory then just make the decay kick in once the command station is down.

Attrition and death are a key part of the whole Neinzul idea so maybe it should have attrition everywhere but any non-alerted ship that dies results in automatic reinforcements to other planets so it's in constant flux. That'll do a number on the CPU though.

Issue History

Date Modified Username Field Change
Sep 23, 2012 7:36 pm Faulty Logic New Issue
Sep 23, 2012 9:43 pm Arkillion Note Added: 0028487
Sep 24, 2012 1:23 am ArcDM Note Added: 0028489
Sep 24, 2012 1:24 am ArcDM Note Edited: 0028489
Sep 24, 2012 12:50 pm KDR_11k Note Added: 0028490
Sep 24, 2012 12:53 pm KDR_11k Note Edited: 0028490