View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001477 | AI War 1 / Classic | Suggestion - Balance Tweaks | Nov 19, 2010 3:42 am | Jan 3, 2011 11:45 am | |
Reporter | orzelek | Assigned To | keith.lamothe | ||
Status | closed | Resolution | no change required | ||
Product Version | 4.037 | ||||
Summary | 0001477: Spire cities spacing | ||||
Description | Please reduce required number of jumps between spire cities from 2 to 1. Building 5 spire cities with 2 jumps required distance is forcing player to get additional large amount of AIP (15 planets is a bare minimum optimal condition - in practice I think you need at least 20+ especially with added condition that each city needs to be surrounded by player planets to work fully). AI counterattacks are already quite severe as penalty for having more of these. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Sorry, the requirement to take a lot of territory is very much intended. If, once we have all of this done (the rest should be in today or tomorrow), and the combination of costs (territory-taking, special attacks, etc) works out to be simply too high, I would nerf the special attacks rather than the amount of territory required. |
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Are anti-spire attacks also AIP dependent? |
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I havent actually explicitly tested it but I was able to expand a spire city enough to build a Cruiser without surroounding it with player planets. All nearby AI worlds were neutered however. |
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You don't have to surround it with player planets but you do have to destroy all neighboring AI command stations, which is what has the AIP cost. If you don't actually claim the planet by building your own command station that's your own choice, but you're missing out on the resources, extra warning of incoming attack, etc. > "Are anti-spire attacks also AIP dependent?" No, they neither grow with AIP nor increase AIP. Basically they're based on a totally separate counter that represents the AI's aggression against the refugee Spire, and the fact that you're in the way is your own problem ;) |
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Well actually. I had just killed the warpgates. The command stations were intact. Bug?> http://www.deadlyshoe.com/aiwar/Cruisercity.jpg I'll attach the save to this issue just in case. "Circular". |
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Yea, bug, thanks for letting me know. |
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Date Modified | Username | Field | Change |
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Nov 19, 2010 3:42 am | orzelek | New Issue | |
Nov 19, 2010 10:23 am | keith.lamothe | Note Added: 0003968 | |
Nov 19, 2010 10:23 am | keith.lamothe | Status | new => resolved |
Nov 19, 2010 10:23 am | keith.lamothe | Resolution | open => no change required |
Nov 19, 2010 10:23 am | keith.lamothe | Assigned To | => keith.lamothe |
Nov 19, 2010 12:40 pm | orzelek | Note Added: 0003983 | |
Nov 19, 2010 1:08 pm | TheDeadlyShoe | Note Added: 0003987 | |
Nov 19, 2010 1:44 pm | keith.lamothe | Note Added: 0003989 | |
Nov 19, 2010 5:09 pm | TheDeadlyShoe | Note Added: 0004000 | |
Nov 19, 2010 5:12 pm | keith.lamothe | Note Added: 0004001 | |
Nov 19, 2010 5:18 pm | TheDeadlyShoe | Note Edited: 0004000 | |
Nov 19, 2010 5:18 pm | TheDeadlyShoe | Note Edited: 0004000 | |
Nov 19, 2010 5:22 pm | TheDeadlyShoe | File Added: Circular 2.sav | |
Jan 3, 2011 11:45 am | Chris_McElligottPark | Status | resolved => closed |