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IDProjectCategoryLast Update
0001139AI War 1 / ClassicBug - OtherJan 3, 2011 11:45 am
Reporterthemachineissentient Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version4.028 
Summary0001139: about 1400 ships,4 waves in approximately 10 min.
Descriptiondifficulty 8. Light of the spire enabled

I'm attaching a screenshot and a save file. I did scout first with scouts. Besides that, I haven't done a whole lot besides build ships.
TagsNo tags attached.
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themachineissentient

Nov 5, 2010 8:22 pm

reporter  

themachineissentient

Nov 5, 2010 8:23 pm

reporter  

test lots.sav (228,714 bytes)

keith.lamothe

Nov 5, 2010 8:25 pm

administrator   ~0002793

Chris, I can't think of anything I did recently having any impact on announced waves (some of the fallen spire stuff could just hit them with unannounced ships, if it was buggy).

Could this be related to the core cpa guard post?

themachineissentient

Nov 5, 2010 9:01 pm

reporter   ~0002797

Happened again at precisely 10 min. I attached another save file. Difficulty 8. I will try again at seven

themachineissentient

Nov 5, 2010 9:15 pm

reporter   ~0002800

on difficulty seven, a wave warning appears at 11:48. Only 500 ships but … Doesn't feel normal. Attaching another screenshot and one last save file.

themachineissentient

Nov 5, 2010 9:15 pm

reporter  

test lots3.sav (194,985 bytes)

themachineissentient

Nov 5, 2010 9:16 pm

reporter  

TheDeadlyShoe

Nov 8, 2010 6:10 am

reporter   ~0002892

I thought this was intended? These waves are rough but very defeatable given the players starting economy strength. I've gotten hit by 2000 ships on the first wave on a dual-homeworld, high-cap, sledgehammer/golemite diff 8.

Chris_McElligottPark

Nov 8, 2010 8:06 am

administrator   ~0002897

Looking at the screenshots, it appears that everything is well. The individual waves aren't actually overlarge, those are as intended. And a change of mine with the last release was to fix the issue with that first wave of the game getting "eaten" and not actually spawning any ships.

In the case of the one with 1300 ships, it looks like that has two players or two home planets -- the number of waves is 2x the number of players/home-planets, so again that seems correct.

themachineissentient

Nov 8, 2010 8:34 am

reporter  

AIWar 2010-11-08 08-31-40-45.jpg (124,114 bytes)   
AIWar 2010-11-08 08-31-40-45.jpg (124,114 bytes)   

themachineissentient

Nov 8, 2010 8:34 am

reporter  

AIWar 2010-11-08 08-32-21-58.jpg (124,622 bytes)   
AIWar 2010-11-08 08-32-21-58.jpg (124,622 bytes)   

themachineissentient

Nov 8, 2010 8:34 am

reporter  

AIWar 2010-11-08 08-32-46-20.jpg (121,267 bytes)   
AIWar 2010-11-08 08-32-46-20.jpg (121,267 bytes)   

themachineissentient

Nov 8, 2010 8:35 am

reporter   ~0002903

I have uploaded three screenshots of the different save files in order. I only have one home planet and one player.is that still correct?

keith.lamothe

Nov 8, 2010 9:38 am

administrator   ~0002918

Chris, it's one player with one homeworld, with an AIP of 10. The 4 waves makes sense because both AIs can wave at the same time and diff 8 has double waves. But the ship counts? Ouch. At 10 minutes with 0 additional AIP?

Chris_McElligottPark

Nov 8, 2010 9:42 am

administrator   ~0002919

I see. I forgot that diff 8 had double waves. It probably needs to stop having those, as that makes for a HUGE jump between 7 and 8. Without the double waves, that should be a manageable influx (I'm assuming it's High ship count, as that seems to be the standby for Machine).

keith.lamothe

Nov 8, 2010 9:46 am

administrator   ~0002921

Yea, it's on high.

In my tests with the save, a 700 total wave-set would have been doable. A bit of a smack in the face at 10-minutes-in, but on difficulty 8+ it may as well let you know what you're in for early on ;)

keith.lamothe

Nov 8, 2010 9:53 am

administrator   ~0002925

Another thought: with the 2000 ship cap on a wave (on high), keeping the double-wave effect of diff 8 and halving the wave-size-increase might provide more room for scaling the difficulty. With just dropping the double-wave effect it would hit the 2000 cap quicker.

On the other hand, if they start getting total wave sets larger than 4000, we can run into other problems.

Chris_McElligottPark

Nov 8, 2010 12:18 pm

administrator   ~0002935

Letting you know what you're in for early on is pretty much the goal with that change: when players don't get a wave for 40 minutes, they think the AI is too passive, and then they wind up overextending and getting killed an hour in, which is frustrating. When they have to defend against one bigger wave earlier, they win up either with better defenses or an earlier loss (telling them to change difficulty levels). Or that's the theory.

Having double-wave effects is something of a staple of difficulty 8, though, so perhaps that is something that shouldn't be changed. I guess the problem is that players don't really have time/resources to quickly build up in the early game.

Perhaps that's the core problem, rather than anything else: players need more resource stores at the start so that they can quickly start building up their defenses. And possibly having that first wave declared right from the start might be helpful in terms of telling new players "you better build some defenses with this stuff, bud."

My main goals here:

1. Let's get the players off to a quick start, no futzing around waiting for stuff to build or resources to accumulate, let's just get straight into the game.

2. Let's have players able to attack planets and take them pretty fast.

3. BUT, let's also have players get an attack of significance even faster off, so that they're forced to build up some defenses or die. And thus so that cycle of frustration isn't there later if they get hit by an unexpected large wave and get killed. Getting rid of the sense of sudden, unexpected spikes in difficulty, in other words.

keith.lamothe

Nov 8, 2010 12:25 pm

administrator   ~0002941

Yea, I'm a big fan of an early attack. Not _right_ at the start, but soon. And fairly big, representative of what to expect.

I'm not sure the problem is a lack of starting resources, it already feels like I get a _ton_ of stuff to start with, particularly with home command stations giving 300/s of each, etc. But perhaps that's from my first experience with the game being from not-long-after-1.0, where we got rather less than all this ;)

I think the issue was more subtle here, we're talking a factor of less than 2 off. Even 1000 ships would have been doable, though something I would have associated more with difficulty 9 or something between 8 and 9.

Anyway, it's good to know that there weren't any big bugs in this, just the combined outcome of a number of recent changes leading to a "whoa" moment ;)

Issue History

Date Modified Username Field Change
Nov 5, 2010 8:22 pm themachineissentient New Issue
Nov 5, 2010 8:22 pm themachineissentient File Added: AIWar 2010-11-05 19-16-07-20.jpg
Nov 5, 2010 8:23 pm themachineissentient File Added: test lots.sav
Nov 5, 2010 8:25 pm keith.lamothe Note Added: 0002793
Nov 5, 2010 9:01 pm themachineissentient Note Added: 0002797
Nov 5, 2010 9:15 pm themachineissentient Note Added: 0002800
Nov 5, 2010 9:15 pm themachineissentient File Added: test lots3.sav
Nov 5, 2010 9:16 pm themachineissentient File Added: AIWar 2010-11-05 21-12-59-53.jpg
Nov 8, 2010 6:10 am TheDeadlyShoe Note Added: 0002892
Nov 8, 2010 8:06 am Chris_McElligottPark Note Added: 0002897
Nov 8, 2010 8:06 am Chris_McElligottPark Status new => resolved
Nov 8, 2010 8:06 am Chris_McElligottPark Resolution open => no change required
Nov 8, 2010 8:06 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 8, 2010 8:34 am themachineissentient File Added: AIWar 2010-11-08 08-31-40-45.jpg
Nov 8, 2010 8:34 am themachineissentient File Added: AIWar 2010-11-08 08-32-21-58.jpg
Nov 8, 2010 8:34 am themachineissentient File Added: AIWar 2010-11-08 08-32-46-20.jpg
Nov 8, 2010 8:35 am themachineissentient Note Added: 0002903
Nov 8, 2010 9:38 am keith.lamothe Note Added: 0002918
Nov 8, 2010 9:42 am Chris_McElligottPark Note Added: 0002919
Nov 8, 2010 9:46 am keith.lamothe Note Added: 0002921
Nov 8, 2010 9:53 am keith.lamothe Note Added: 0002925
Nov 8, 2010 12:18 pm Chris_McElligottPark Note Added: 0002935
Nov 8, 2010 12:25 pm keith.lamothe Note Added: 0002941
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed