View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021039 | AI War 2 | Gameplay Idea | Apr 18, 2019 12:29 pm | Dec 7, 2021 12:34 am | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | BETA 0.850 The Arrival of Fleets | ||||
Summary | 0021039: Ongoing: Brainstorm (more and alternative) ways for the AI to react to “too many fleets of a player on a planet.” | ||||
Description | The current approach by Badger is "crude but effective," as he notes, and meant to be just a simple first pass that gets many iterations. How much of this we try to tackle pre-1.0 is a big question mark, particularly given that this mostly is to prevent advanced players from getting cheaty with too many fleets in one spot. This also has the side benefit of trying to avoid too many ships on one planet, which causes an exponential spike in CPU requirements for the battles. Drawing the ships isn't an issue, but running their AI gets incredibly taxing on your machine despite being multithreaded, so things will get slower. | ||||
Tags | No tags attached. | ||||
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Other simple ideas for consideration: Like Deepstrike for AIWC, the AI will constantly spawn Threat (or hunter fleet) ships as long as you have an excessive fleet concentration. Right now the AI chooses how to attack with the aiType.RatioOfSuperiorityAtWhichThreatActuallyAttacks number, which is defined per-AI type in the XML. We could put in-game modifiers on that. So if the AI normally would only attack 2 to 1 advantage, maybe when you have a fleet concentration that ratio becomes 1 to 1. We could give the AI reconquest exos against the player's least defended planets. We could also have the AI do things like "If the player has a far-spread empire with reasonable targets, do one of the above solutions. If all of the potentially attackable player planets are heavily defended, after 1 minute of concentration we immediately the wormhole invasion budget and launch it." |
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Handled long ago. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 18, 2019 12:29 pm | Chris_McElligottPark | New Issue | |
Apr 18, 2019 12:29 pm | Chris_McElligottPark | Status | new => assigned |
Apr 18, 2019 12:29 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 18, 2019 1:03 pm | BadgerBadger | Note Added: 0051052 | |
Apr 18, 2019 1:11 pm | BadgerBadger | Note Edited: 0051052 | |
Apr 18, 2019 1:11 pm | BadgerBadger | Note Edited: 0051052 | |
Dec 7, 2021 12:34 am | Chris_McElligottPark | Status | assigned => resolved |
Dec 7, 2021 12:34 am | Chris_McElligottPark | Resolution | open => fixed |
Dec 7, 2021 12:34 am | Chris_McElligottPark | Note Added: 0063411 |