View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001838 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Dec 5, 2010 5:39 am | Jan 17, 2011 10:12 am | |
Reporter | ShdNx | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 4.068 | ||||
Summary | 0001838: Zombies and other uncontrollable ships shouldn't cause the AI to counterattack | ||||
Description | (From: http://www.arcengames.com/forums/index.php/topic,7793.0.html) Currently using Botnet Golems is an excellent way of shooting your own leg off (or planets, in this case): zombies travel from planet to planet, regardless of whether it's an allied, neutral or hostile planet, and engage any hostile units. While since a recent update they don't trigger raid engines anymore, they still anger a lot of AI units who come back attacking. Combine that with some incoming waves, and 20+ human-controlled planets scattered around the galaxy, you're guaranteed to lose several planets, and may as well lose the game (as I did, when 200 mark IV and V ships came to my home planet, half of them cutlasses - didn't have enough ships nearby to stop them from destroying my command station). So here are some ideas of how could this be fixed (none of them is a really good solution in my opinion, but could give you some hints): - Zombies should patrol allied planets, and shouldn't visit enemy or neutral planets. (Suggested by shugyosha on the forums) - Zombies should follow the botnet golem, or any mobile allied ships on the planet, and protect them. (If a ship being followed is loaded into a transport, the zombie should switch to following the transport, obviously.) Maybe you could also give zombies a limited lifetime, to balance this. | ||||
Tags | No tags attached. | ||||
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A friend of mine suggested the best-idea-so-far (in my opinion): The zombies created should remain on the planet where they were created, in FRD, but cannot travel across planets, and are destroyed when the botnet golem leaves the planet. Or, maybe, they would follow the botnet golem across planets as well, but each jump would cause them 33% or 50% health loss (unrepairable). This would also limit their power. The problem with the other solutions is that they would make the botnet golem way overpowered, but I think this one is a good compromise. |
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I would like to see the bots restricted to 1 hop away from the botnet golem. Any more, and they lose power or suffer attrition. They are still not directly controllable, but a waypoint to a planet on or adjacent to the golem would be a higher priority than attacking enemies on the current planet (if golem moved away). |
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I'm not at all in favor of restricting the zombie behavior, that's not really on the table. However, them stirring up counterattacks, etc, should not be happening. Does anyone have a save where they are stirring up AI units? As of recent versions, possibly after the one you're referring to with the raid engines, they really shouldn't be stirring up much of anything. If they are, that's the bug... |
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No one has a save for this? |
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I uploaded one from a situation I just had tonight. I'm not sure if my planet names come along with this or not, but if you follow the planets off to the left from my homeworld you should see a stream of ships inbound from at least 4 hops away. Possibly further, but that's the limit of my scouting so far. This is from the botnet golem being used recently to fend off a wave of only 50-100 ships, giving me that big shiny 900+ threat. The zombie ships went crazy, flying off several hops in every direction. Needless to say, that golem is staying powered down for now. |
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A note on that save, since I've now scouted out further and can see what's over there. It looks like the zombie ships may have made their way to a Dyson Sphere planet and woken it up. Are they supposed to do this? By the time my scouts got out there, there were about 800 AI ships spawned there fighting the Dyson gatlings. I don't know if that helped to trigger the other AI ships that came after me, but this may be a secondary issue to look at. |
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Thanks! * When a zombie ship damages an enemy, that enemy will no longer be angered/antagonized into abandoning its guard posts. This was a major problem for the botnet golems and similar. |
Date Modified | Username | Field | Change |
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Dec 5, 2010 5:39 am | ShdNx | New Issue | |
Dec 5, 2010 6:05 am | ShdNx | Note Added: 0005318 | |
Dec 5, 2010 9:53 am | Fleet | Note Added: 0005327 | |
Dec 15, 2010 8:28 pm | Chris_McElligottPark | Note Added: 0006278 | |
Dec 15, 2010 8:28 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 15, 2010 8:28 pm | Chris_McElligottPark | Status | new => feedback |
Jan 7, 2011 1:20 pm | Chris_McElligottPark | Note Added: 0007704 | |
Jan 9, 2011 2:42 am | BobTheJanitor | File Added: botnet omg.sav | |
Jan 9, 2011 2:46 am | BobTheJanitor | Note Added: 0008067 | |
Jan 11, 2011 5:17 pm | BobTheJanitor | Note Added: 0008267 | |
Jan 16, 2011 12:46 am | Chris_McElligottPark | Note Added: 0008632 | |
Jan 16, 2011 12:46 am | Chris_McElligottPark | Status | feedback => resolved |
Jan 16, 2011 12:46 am | Chris_McElligottPark | Fixed in Version | => 4.068 |
Jan 16, 2011 12:46 am | Chris_McElligottPark | Resolution | open => fixed |