View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001708 | AI War 1 / Classic | Suggestion - AI Behavior And Tactics | Dec 2, 2010 6:38 pm | Dec 2, 2010 11:48 pm | |
Reporter | Suzera | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.042 | ||||
Fixed in Version | 4.043 | ||||
Summary | 0001708: Have the AI prioritize planet defense strength instead of distance when deciding where to attack with CPAs/raids/etc | ||||
Description | Having it almost always do what seems to be pathing to the closest planet allows for an extremely easy focusing of static defense, even without hard chokepoints. Blowing up on the heavily defended planet next door is a lot less dangerous and smart than taking the 50 planet trip around said defended planet to hit softer targets. Usually is is just some random isolated junk floating around that will do nothing to the defense planets that would use this logic, so defense should by far be a bigger priority for choosing a target than distance. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Didn't the devs add logic to do this last beta (or was it this one)? Are you saying the ai is still not doing a good job of this? Edit: Oh, and difficulty level of ai are you playing against? They are pretty bad at considering defensive strength until about lvl. 6 |
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7.6 or 8. It's still seemingly terrible at deciding where to attack. |
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To clarify, it looks like the additions were to determine WHEN they should attack where they are going, not to actually change where they go. The AI still ends up going in fairly predictable "attack lanes" that lead to relatively easy soft chokepoints, even when you lack a hard choke point. |
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Ah, that is what you were talking about. Yea, they are stupid about choosing planets to assault, or rather now, "stalk". |
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Prioritizing defense levels would be a really bad idea, because that lets AIs fall into the "gap in the wall" sort of exploits. Which they already sort of are now, because they're prioritizing distance. Now they prioritize nothing: * When AI ships are fleeing from a planet, they will now tend to scatter a lot more than they used to, and have a much greater chance of circling around to an undefended or unexpected part of player territory. Paired with other recent changes that make the AIs more smart about when to attack a planet they are "stalking," this will make them a lot less predictable and a lot more dangerous. |
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When they prioritize distance, you can easily make any planet at all a chokepoint pretty much, unfortunately. Even if it isn't actually a chokepoint. |
Date Modified | Username | Field | Change |
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Dec 2, 2010 6:38 pm | Suzera | New Issue | |
Dec 2, 2010 6:42 pm | TechSY730 | Note Added: 0004925 | |
Dec 2, 2010 6:44 pm | TechSY730 | Note Edited: 0004925 | |
Dec 2, 2010 6:46 pm | TechSY730 | Note Edited: 0004925 | |
Dec 2, 2010 6:51 pm | Suzera | Note Added: 0004927 | |
Dec 2, 2010 6:52 pm | Suzera | Note Edited: 0004927 | |
Dec 2, 2010 6:59 pm | Suzera | Note Added: 0004932 | |
Dec 2, 2010 7:34 pm | TechSY730 | Note Added: 0004941 | |
Dec 2, 2010 9:07 pm | Chris_McElligottPark | Note Added: 0004955 | |
Dec 2, 2010 9:07 pm | Chris_McElligottPark | Status | new => resolved |
Dec 2, 2010 9:07 pm | Chris_McElligottPark | Fixed in Version | => 4.043 |
Dec 2, 2010 9:07 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 2, 2010 9:07 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 2, 2010 11:48 pm | Suzera | Note Added: 0005007 |