View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020889 | AI War 2 | Gameplay Issue | Jan 19, 2019 3:54 pm | Feb 22, 2019 5:02 pm | |
Reporter | wm46 | Assigned To | RocketAssistedPuffin | ||
Status | resolved | Resolution | reopened | ||
Product Version | 0.809 Divide By Human | ||||
Fixed in Version | 0.814 Of Runaway AIs And Tech Cost Revamps | ||||
Summary | 0020889: Drone carrier capacity confusion | ||||
Description | Drone carriers always looked really strong when reading the tooltip, but they never felt too strong in practice. One thing that I and others have noticed is that when you read about the drones they produce, it seems like you're getting an obscene amount of drones per carrier. MK1 carrier for instance, says that it produces up to a "total strength" of 3. The amount of drones it actually produces is 50 drones, a total strength of 0.6. Even if you add the 0.74 strength from the carrier itself, you're still not even close at 1.3 strength. If total strength of 3 means only the total of the drones, its still off by a factor of 5. MK2 carrier produces only 24 drones, a total strength of 0.61, even though the tooltip states that 6 strength will be produced. Even though the tooltip is saying the strength capacity has doubled, per ship it still remains at about 0.6 strength of drones. This makes some amount of sense looking directly at the code (MetalFlowPlanning.cs), where the line of code that controls drone production is: FInt allowableAdditionalDroneStrength = ( entity.DataForMark.MaxDroneStrengthInCaps * ExternalConstants.Instance.Balance_StrengthPerCap ) / entity.DataForMark.SquadCap; The drone cap from the XML, MaxDroneStrengthInCaps, is 3 + 3 per mark, which is then divided by the ship cap for the carriers which would explain why the individual strength amount didn't change; 3X / 1 = 6X / 2. The first issue is that in this context Balance_StrengthPerCap is off by a factor of 5 from the strength factor used in the GUI (for stored drones and ship strength on planet). Then the second issue is that in the tooltip for the carriers, there's no mention that the 6 strength of ships is between the ship cap of carriers at that tech level. Even if I went into the XML for the carriers and made the starting ship cap 5, each ship would only produce 0.12 strength of ships at MK1. TL;DR - The tooltip for any drone producing ship doesn't mention that the total strength is shared equally between the ship cap. If you have only 1 ship out of 2, you can only build half of the stated drone strength in the tooltip, even though the wording implies you could still produce the full strength but at half the rate. The external constant used in the code to limit drone production is 20% of the constant used to show strength in the GUI, leading to drone production to be 20% of what the tooltip states. | ||||
Tags | No tags attached. | ||||
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If you do decide to fix only the constant... you might want to tone down the strength produced by carriers. 250 V-Wings and Bombers at MK1 is a bit insane, but as it currently is, 50 V-Wings and Bombers at MK1 is a bit... meh. Maybe 1 strength + 1 strength per mark with the constant change. |
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I'll fiddle with this for a bit I suppose. |
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I have removed the dividing drone total between the cap, as it was also affecting non-player-controlled Drone producers (such as Carrier Guardians), which made them pretty weak. This also makes Carrier Starships a lot better as well. Additionally, Balance_StrengthPerCap was changed from 200 to 1000, and all drone cap values on the units, plus AI initial planet defense values, divided by 5. So now they say exactly the strength worth they produce, i.e says it produces 0.6 strength and actually does so, instead of the ridiculous "says it produces strength 3, but really 0.6". The balance, other than the bit mentioned above, is the exact same. Thanks for the pointer to the C# bit there. |
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Turns out the fix to this breaks bits of the AIs budgeting...ugh. Reverted it. |
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Okay this is actually fixed again. Drone producers have rather scary values, but that's in next release. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 19, 2019 3:54 pm | wm46 | New Issue | |
Jan 19, 2019 8:31 pm | wm46 | Note Added: 0050721 | |
Feb 19, 2019 10:15 am | RocketAssistedPuffin | Assigned To | => RocketAssistedPuffin |
Feb 19, 2019 10:15 am | RocketAssistedPuffin | Status | new => assigned |
Feb 19, 2019 10:15 am | RocketAssistedPuffin | Note Added: 0050820 | |
Feb 19, 2019 12:58 pm | RocketAssistedPuffin | Status | assigned => resolved |
Feb 19, 2019 12:58 pm | RocketAssistedPuffin | Resolution | open => fixed |
Feb 19, 2019 12:58 pm | RocketAssistedPuffin | Fixed in Version | => 0.813 Tractor Tentacles |
Feb 19, 2019 12:58 pm | RocketAssistedPuffin | Note Added: 0050821 | |
Feb 22, 2019 8:13 am | RocketAssistedPuffin | Assigned To | RocketAssistedPuffin => |
Feb 22, 2019 8:13 am | RocketAssistedPuffin | Status | resolved => new |
Feb 22, 2019 8:13 am | RocketAssistedPuffin | Resolution | fixed => reopened |
Feb 22, 2019 8:13 am | RocketAssistedPuffin | Note Added: 0050829 | |
Feb 22, 2019 5:02 pm | RocketAssistedPuffin | Assigned To | => RocketAssistedPuffin |
Feb 22, 2019 5:02 pm | RocketAssistedPuffin | Status | new => resolved |
Feb 22, 2019 5:02 pm | RocketAssistedPuffin | Fixed in Version | 0.813 Tractor Tentacles => 0.814 Of Runaway AIs And Tech Cost Revamps |
Feb 22, 2019 5:02 pm | RocketAssistedPuffin | Note Added: 0050830 |