View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0020890||AI War 2||[All Projects] Suggestion||Jan 19, 2019 8:39 pm||Feb 2, 2019 5:02 pm|
|Product Version||0.810 Brace for Cross Planet Attack|
|Fixed in Version|
|Summary||0020890: Hunter Fleet logic problem with factions?|
|Description||Just putting this here since I might've noticed a...problem with the Hunter logic. It checks the area (3 hops away) around a possible target for any unengaged hostile mobile strength, which I recall was to stop you moving one planet away and baiting it in. Further away it is, the less it considers it (divides it more for the calculation of "can I attack this?").|
It appears to not work too well in situations such as a Nanocaust planet being adjacent to a player one. Despite the Nanocaust and player being enemies with each other, the Hunter combines both of their mobile strengths for checking if it can take the player planet, even though the Nanocaust wouldn't try to help the player, and even if it did come in it would cause two enemies of the Hunter to fight each other as well.
This has lead to things like a planet of mine being considered ridiculously difficult to defeat, due to the nearby Nanocaust homeworld (with its' entirely mobile defense) and some roaming Macrophages, who can't decide to join in anyway! I have even seen normal threat attacking happily, doing pretty well, while the Hunter sits nearby refusing to attack because of other faction units on nearby planets, despite it having more aggressive settings.
Hope I explained this right...
|Tags||No tags attached.|
During my playthroughs I've observed that the Hunter Fleet is largely MIA and even when it does get aggressive, it seems to mindlessly send small fleets that don't really accomplish anything on player planets other than provide salvage.
Compared to the wardens, the Hunters feel fundamentally broken. I'm not even sure what their MO is anymore
||Do you have a save game where the hunters have forces in the galaxy that aren't doing anything?|