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IDProjectCategoryLast Update
0021402AI War 2SuggestionOct 15, 2019 6:57 pm
ReporterHeartHunter7 Assigned ToBadgerBadger  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.875 Counterattacks You Can Taste 
Fixed in Version0.886 Zombie Homebodies 
Summary0021402: Zombie journey between planets and provocate AI
DescriptionZombie attacks enemy planets and make AI angry. Its not good, makes zombie usless.
TagsNo tags attached.

Relationships

related to 0021560 resolvedBadgerBadger Zombies are often useless or actively harmful 

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HeartHunter7

Jul 16, 2019 4:25 am

reporter  

20190716112119_1.jpg (282,841 bytes)
20190716112141_1.jpg (340,979 bytes)

Chris_McElligottPark

Jul 16, 2019 10:27 am

administrator   ~0052242

Savegames are appreciated.

RocketAssistedPuffin

Jul 16, 2019 10:41 am

reporter   ~0052247

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.

Chris_McElligottPark

Jul 16, 2019 10:44 am

administrator   ~0052248

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.

RocketAssistedPuffin

Jul 16, 2019 10:49 am

reporter   ~0052251

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".

HeartHunter7

Jul 16, 2019 10:57 am

reporter   ~0052253

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?

HeartHunter7

Jul 16, 2019 10:58 am

reporter   ~0052254

If "This was done intentionally:" i cant change GameData. I will just never make zomby and looking for other ways.

RocketAssistedPuffin

Jul 16, 2019 11:02 am

reporter   ~0052255

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.

BadgerBadger

Jul 16, 2019 11:10 am

manager   ~0052256

Last edited: Jul 16, 2019 11:14 am

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.

HeartHunter7

Jul 16, 2019 11:22 am

reporter   ~0052257

Its not threat. If you make a little fight on enemy planet, and then go back, ships from Guard Posts will attack you planet.

BadgerBadger

Jul 16, 2019 11:29 am

manager   ~0052259

The behaviour you describe is what Threat does.

RocketAssistedPuffin

Jul 16, 2019 11:32 am

reporter   ~0052261

Yea that sounds exactly like Threat behaviour.

Chris_McElligottPark

Jul 16, 2019 11:33 am

administrator   ~0052262

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.

BadgerBadger

Sep 3, 2019 5:28 pm

manager   ~0052786

A setting has been added to limit anti-AI zombies to friendly or neutral planets

Asteroid

Sep 5, 2019 4:52 am

reporter   ~0052843

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.

RocketAssistedPuffin

Sep 5, 2019 7:14 am

reporter   ~0052844

You can change it mid-game though, just checked. It's similar to Roaming Enclaves in Classic in a way.

HeartHunter7

Sep 5, 2019 11:05 am

reporter   ~0052848

Nice

BadgerBadger

Oct 15, 2019 6:17 pm

manager   ~0053717

Threat generated by Zombies will now go back to into "Guard Mode" after the zombies are killed.

Asteroid

Oct 15, 2019 6:57 pm

reporter   ~0053721

Big thumbs up for that, thanks Badger.

Issue History

Date Modified Username Field Change
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