View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020141 | AI War 2 | Suggestion | Sep 5, 2018 3:10 am | Sep 5, 2018 10:38 am | |
Reporter | HeartHunter7 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.765 Game Entity Split | ||||
Fixed in Version | 0.766 Target Equilibrium | ||||
Summary | 0020141: Change priority | ||||
Description | Hi. I see that you changed priority, but only for shield generator. Why dont change priority for all units? Focus buildings and turrets, its usless and just waste of damage. Until you killing turrets, enemy fleet kills you, and if you uses autodrive, it looks even deplorable. Same situation with starships. Until you focuses starships with all army, enemy fleet(700MLRS and bye baby) killing you. A small ships have batter caps and more dangerous. Human and AI(especially) players dont have so many buildings and starships(not sure), so you can shift every enemy units with counter units or when main battle will finished. Suggestion: I usually play with this priority. 1) NormalFleetship 2) NormalStarship 3) BigThreateningWeapon, BigTurret, MidNasty, NormalGuardPost 4) ShieldGenerator If enemy got new reinforcment and my army focusing buildings, i just move my army a little for change priority for ships again. Other priority not so important. Lets change priority. | ||||
Tags | No tags attached. | ||||
related to | 0020066 | resolved | Chris_McElligottPark | Ships focus priority |
related to | 0019985 | resolved | Chris_McElligottPark | Ships logic. |
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I'm going to introduce separate targeting for the AI and for players, since the priorities really do differ. The AI wants to hurt you as bad as possible as soon as possible, while you want to balance losses and attacks. |
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Nice. Glad to hear it. |
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More targeting work to come, but this should solve a lot of it: * Logic has been added to the game that should make the human forces always target enemies as if they are in FRD-mode, versus spreading damage around evenly. This requires further testing to make sure that we actually got the issue, though. * Targeting weights for FRD units (on the player side) is now completely different from the targeting weights used by the non-player factions. ** The AIs and humans simply have very different goals in how they fight, so letting them weight things differently makes a lot of sense. * For every forcefield that a ship is protected by, it now gets its priority divided by 3 if it's a player doing the targeting, or by 5 if it's an AI doing the attacking. ** This makes the AI in particular a lot less cheesable by sticking key ships under forcefields, and it makes your FRD units also behave more intelligently. Thanks! |
Date Modified | Username | Field | Change |
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Sep 5, 2018 3:10 am | HeartHunter7 | New Issue | |
Sep 5, 2018 3:14 am | HeartHunter7 | File Added: 20180905101331_1.jpg | |
Sep 5, 2018 9:48 am | Chris_McElligottPark | Note Added: 0048831 | |
Sep 5, 2018 10:11 am | HeartHunter7 | Note Added: 0048832 | |
Sep 5, 2018 10:36 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 5, 2018 10:36 am | Chris_McElligottPark | Status | new => resolved |
Sep 5, 2018 10:36 am | Chris_McElligottPark | Resolution | open => fixed |
Sep 5, 2018 10:36 am | Chris_McElligottPark | Fixed in Version | => 0.766 Target Equilibrium |
Sep 5, 2018 10:36 am | Chris_McElligottPark | Note Added: 0048841 | |
Sep 5, 2018 10:37 am | Chris_McElligottPark | Relationship added | related to 0020066 |
Sep 5, 2018 10:38 am | Chris_McElligottPark | Relationship added | related to 0019985 |