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IDProjectCategoryLast Update
0019664AI War 2Gameplay IdeaJul 1, 2018 10:39 am
ReporterOvalcircle Assigned ToBadgerBadger  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.746 Disposing of the Invisible Man 
Summary0019664: Make Marauders a little stronger
DescriptionI put them on intensity 10, and all they did was launch attacks of 500-1k strength every minute at AI planets of 6k strength and up. Default AI options. They even attacked the AI homeworld once, though they got instantly annihilated. Please buff them on higher intensities, they are really weak.
TagsNo tags attached.

Activities

BadgerBadger

Jun 30, 2018 9:45 am

manager   ~0047651

Last edited: Jun 30, 2018 9:47 am

So the marauder "choose planet to attack" code apparently needs some tweaks, it should only go for targets that it could potentially defeat. Perhaps the Braveness is just set too high?

Also I need to buff the maxBudget.

BadgerBadger

Jul 1, 2018 10:39 am

manager   ~0047657

Last edited: Jul 1, 2018 10:39 am

Fixed in .747. This was a good catch. The Marauders check the defenses on a planet before they consider attacking it to see if they think they can win. Unfortunately I was doing the defense check incorrectly, so it was just picking planets at random. I also buffed them.

Issue History

Date Modified Username Field Change
Jun 30, 2018 12:29 am Ovalcircle New Issue
Jun 30, 2018 9:45 am BadgerBadger Note Added: 0047651
Jun 30, 2018 9:47 am BadgerBadger Note Edited: 0047651
Jul 1, 2018 10:39 am BadgerBadger Assigned To => BadgerBadger
Jul 1, 2018 10:39 am BadgerBadger Status new => resolved
Jul 1, 2018 10:39 am BadgerBadger Resolution open => fixed
Jul 1, 2018 10:39 am BadgerBadger Note Added: 0047657
Jul 1, 2018 10:39 am BadgerBadger Note Edited: 0047657