View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021402 | AI War 2 | Suggestion | Jul 16, 2019 4:25 am | Oct 15, 2019 6:57 pm | |
Reporter | HeartHunter7 | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.875 Counterattacks You Can Taste | ||||
Fixed in Version | 0.886 Zombie Homebodies | ||||
Summary | 0021402: Zombie journey between planets and provocate AI | ||||
Description | Zombie attacks enemy planets and make AI angry. Its not good, makes zombie usless. | ||||
Tags | No tags attached. | ||||
related to | 0021560 | resolved | BadgerBadger | Zombies are often useless or actively harmful |
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Savegames are appreciated. |
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This was done intentionally: https://wiki.arcengames.com/index.php?title=AI_War_2:_Early_Access_Starts!#Version_0.813_Tractor_Tentacles (First implementation). https://wiki.arcengames.com/index.php?title=AI_War_2:_The_Arrival_of_Fleets#Various_Fixes_and_Changes_to_Zombie_Fleets (Some refinements). I believe it was requested possibly? Think people in Discord wanted their Zombies to attack, and it was also a way of preventing players getting invincible planets. |
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I do recall that this was definitely desired, but now I guess it's a matter of... other factors. I don't think that these are creating counterattack strength, for instance, but if they are then that's bad. As far as freeing ships that join the threatfleet, that's kind of intended, too. We could always make this a galaxy map option if we really want to, but then we get back into the "invincible planets" problem. |
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HeartHunter, if you wish to disable this for yourself, follow this path in the game files: AI War 2 -> GameData -> Configuration -> ExternalConstants -> AntiAIZombie_Constants Change: custom_bool_AntiAIZombie_AllowedToLeaveSpawnPlanet="true" to "false". |
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There is not contrattack ever. You just show your army on enemy plat and then falls back to home, its provocate AI planet for attack you. What will if zomby will touch every near planet? Ai will getting free army in my back front+ new AI reinforcment can attack planet and then retreat(like he love), and player will get 100500+ enemy ships in other far away front without notification about AI waves. Is save need? |
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If "This was done intentionally:" i cant change GameData. I will just never make zomby and looking for other ways. |
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Checked - Zombies do not create Counter Attack Strength. There is a setting for self attrition for Zombies. It is currently set to 1% per minute (so nearly 2 hours to decay). We could up that, (5%?), make the zombies moving about a galaxy map option, and then defensive zombie hordes'll fade away, hopefully preventing the Invincible Planet. |
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Is the problem just zombies generating Threat? Keep in mind that Threat provoked by Zombies won't go after you the same way Threat against the player will. |
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Its not threat. If you make a little fight on enemy planet, and then go back, ships from Guard Posts will attack you planet. |
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The behaviour you describe is what Threat does. |
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Yea that sounds exactly like Threat behaviour. |
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I don't think I'd want to up the zombie attrition rate as a default thing, but we could make a galaxy option that is "defensive zombies" or something along those lines, and that would both multiply the attrition rate by something like 10x and also make them not leave the planet they are currently on. If they are player-allied zombies, anyway. This is something we'd need to handle in code rather than xml since it's only for some cases and only for player zombies. But frankly it comes down to the playstyle of zombies in general: if you don't want third parties generating threat that comes and attacks you, then third parties like zombies and a variety of other factions probably aren't the best choice of what to focus on. The very nature of those third parties is that they are independent actors that you can't control. |
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A setting has been added to limit anti-AI zombies to friendly or neutral planets |
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I don't like much that this was made an option, feels like a cop-out, and I hate having to decide on options when starting a new game, it's paralysing. How about AI units that get awakened by factions other than human players go back to sleep once they've dealt with the problem? Both from a gameplay and logic perspective, there's no reason for a whole AI system to turn active and stay that way forever making it much harder to attack for the player, just because a few sniper zombies walked in and shot at all the guard posts once. Otherwise, why did the AI go dormant in the first place? Funnily enough, in one of the only situations where I'd like zombies to aggro the AI and cleanup for me, they don't. They like to go into neutered systems where only the command station is left, but once there they don't attack anything because they're apparently programmed not to destroy the command station - and they don't cause the units inside to come out either, which would neutralize AI reinforcements instead of letting them build up. |
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You can change it mid-game though, just checked. It's similar to Roaming Enclaves in Classic in a way. |
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Nice |
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Threat generated by Zombies will now go back to into "Guard Mode" after the zombies are killed. |
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Big thumbs up for that, thanks Badger. |
Date Modified | Username | Field | Change |
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Jul 16, 2019 4:25 am | HeartHunter7 | New Issue | |
Jul 16, 2019 4:25 am | HeartHunter7 | File Added: 20190716112119_1.jpg | |
Jul 16, 2019 4:25 am | HeartHunter7 | File Added: 20190716112141_1.jpg | |
Jul 16, 2019 10:27 am | Chris_McElligottPark | Note Added: 0052242 | |
Jul 16, 2019 10:41 am | RocketAssistedPuffin | Note Added: 0052247 | |
Jul 16, 2019 10:44 am | Chris_McElligottPark | Note Added: 0052248 | |
Jul 16, 2019 10:49 am | RocketAssistedPuffin | Note Added: 0052251 | |
Jul 16, 2019 10:57 am | HeartHunter7 | Note Added: 0052253 | |
Jul 16, 2019 10:58 am | HeartHunter7 | Note Added: 0052254 | |
Jul 16, 2019 11:02 am | RocketAssistedPuffin | Note Added: 0052255 | |
Jul 16, 2019 11:10 am | BadgerBadger | Note Added: 0052256 | |
Jul 16, 2019 11:14 am | BadgerBadger | Note Edited: 0052256 | |
Jul 16, 2019 11:22 am | HeartHunter7 | Note Added: 0052257 | |
Jul 16, 2019 11:29 am | BadgerBadger | Note Added: 0052259 | |
Jul 16, 2019 11:32 am | RocketAssistedPuffin | Note Added: 0052261 | |
Jul 16, 2019 11:33 am | Chris_McElligottPark | Note Added: 0052262 | |
Sep 2, 2019 4:49 pm | BadgerBadger | Relationship added | related to 0021560 |
Sep 3, 2019 5:28 pm | BadgerBadger | Assigned To | => BadgerBadger |
Sep 3, 2019 5:28 pm | BadgerBadger | Status | new => resolved |
Sep 3, 2019 5:28 pm | BadgerBadger | Resolution | open => fixed |
Sep 3, 2019 5:28 pm | BadgerBadger | Fixed in Version | => 0.886 Zombie Homebodies |
Sep 3, 2019 5:28 pm | BadgerBadger | Note Added: 0052786 | |
Sep 5, 2019 4:52 am | Asteroid | Note Added: 0052843 | |
Sep 5, 2019 7:14 am | RocketAssistedPuffin | Note Added: 0052844 | |
Sep 5, 2019 11:05 am | HeartHunter7 | Note Added: 0052848 | |
Oct 15, 2019 6:17 pm | BadgerBadger | Note Added: 0053717 | |
Oct 15, 2019 6:57 pm | Asteroid | Note Added: 0053721 |