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IDProjectCategoryLast Update
0021572AI War 2SuggestionSep 6, 2019 3:57 pm
ReporterAsteroid Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.886 Zombie Homebodies 
Fixed in Version0.887 Ending Scenes 
Summary0021572: More organic placement for Ark/Spire/Golems
DescriptionI find it too gamey that the powerful ships are all conveniently placed for you to pick up at the AI Homeworld's doorstep. I need a thin layer of believability and lore on top of my RTS, and this doesn't quite make sense. It also makes the rest of the map more boring as you're guaranteed not to find those ships elsewhere.

I propose they should be placed by the map generator in one or more star clusters that are still far from the player homeworld, and well-defended.

Over time (not necessarily for 1.0), those locations should be customized to feel more distinct and alien (buildings unique to that area, automated alien defenses, special planet graphics), like you're going on a quest to raid the remains of an ancient civilization to obtain the power needed to defeat the AI.
TagsNo tags attached.

Activities

BadgerBadger

Sep 4, 2019 3:22 pm

manager   ~0052821

The code for seeding these says
                                                                                                                                                                                                                                                                                                                              
            //then put all of the MobileOfficerCombatFleetFlagship pretty darn far away!
            seedThisMany += targetToSeed;
            planetsSeeded = Mapgen_SeedSpecialEntities( Context, galaxy, null, FactionType.NaturalObject, SpecialEntityType.MobileOfficerCombatFleetFlagship, string.Empty, SeedingType.CapturableWeightsAndMax,
                seedThisMany, MapGenCountPerPlanet.One, MapGenBlocking.BlocksAndIsBlocked, 7, 999, 3, 5, PlanetSeedingZone.MostAnywhere );

Where 7 is "Min Distance from player home", 999 is "Max distance from player home", 3 is "Min Distance from AI homeworld" and 5 is "Max distance from AI homeworld"

So it always seeds these between 3 and 5 hops from the AI homeworld. That doesn't seem right. Far away from the player sure, but practically the planets around an AI homeworld are often just filled with the Officer fleets, which does seem kinda silly.

Asteroid

Sep 4, 2019 3:40 pm

reporter   ~0052822

Example screenshot of the AI "collecting" all those juicy officer fleet near its homeworld, along with the Spire Archive.

Chris_McElligottPark

Sep 6, 2019 3:57 pm

administrator   ~0052892

Thanks!

* Updated the officer fleets so that they no longer are required to seed "at least 7 from player homeworlds and between 3-5 from AI homeworlds." Instead, they are now required to seed "at least 6 from player homeworlds and between 3-9 from AI homeworlds."
** This should allow them to seed in interesting pockets around the galaxy if the galaxy is one with many corners and distant locations, and in general not always cluster them right by the AI.
** The idea is to keep the officer fleets for pretty late in the game, but not SO late in the game that they're essentially just either icing on the cake or outright pointless

Issue History

Date Modified Username Field Change
Sep 4, 2019 3:11 pm Asteroid New Issue
Sep 4, 2019 3:22 pm BadgerBadger Note Added: 0052821
Sep 4, 2019 3:23 pm BadgerBadger Assigned To => Chris_McElligottPark
Sep 4, 2019 3:23 pm BadgerBadger Status new => assigned
Sep 4, 2019 3:40 pm Asteroid File Added: 2019-09-04 15_37_57-AIWar2.png
Sep 4, 2019 3:40 pm Asteroid Note Added: 0052822
Sep 6, 2019 3:57 pm Chris_McElligottPark Status assigned => resolved
Sep 6, 2019 3:57 pm Chris_McElligottPark Resolution open => fixed
Sep 6, 2019 3:57 pm Chris_McElligottPark Fixed in Version => 0.887 Ending Scenes
Sep 6, 2019 3:57 pm Chris_McElligottPark Note Added: 0052892