View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021601 | AI War 2 | Gameplay Issue | Sep 8, 2019 1:29 pm | Oct 4, 2019 4:10 pm | |
Reporter | wm46 | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.887 Ending Scenes | ||||
Fixed in Version | 0.894 Desaturation And Cross-Planet Move Orders | ||||
Summary | 0021601: What ever happened to the special AI Wave behaviors | ||||
Description | In 0.809, there was an update the the AI's wave behaviors where they could now choose (at random) to bum rush the command station on the current planet, or they could choose to go through a wormhole to a less defended planet to attack there instead. I don't think I ever see either of these two occur anymore. Sure the AI will usually rush the command station, but that's because the targeting priority of the command station is almost always the highest on the planet. On planets where you have a battlestation or citadel present, the AI will usually just gravitate towards that and ignore your command station completely. Recently there was an update to the threat and hunter fleets so they now can attempt to sneak past heavily defended outer worlds, but I never see the same happen for AI waves. AI Waves will rush the command station, fight for 20 seconds, and then retreat because they are outnumbered 2:1. They never even bother to attack the economic station with no turrets defending it that's one hop away. Something seems to have lobotomized the AI when the game switched to fleets. | ||||
Tags | No tags attached. | ||||
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Odd. I've seen both behaviours occur just fine in Fleets, even fairly recently. The AI didn't rush the Station before that update - that's why it was done. Before it would always destroy everything en route first. |
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I see, for a test I decided to destroy absolutely every turret on the economic planet next to my outer world, and sure enough the AI decided to take the bait, splitting up and making killing it easier. It seems to take a very specific set of circumstances to get this to occur, as I had to specifically cripple my other world to get the AI to notice it. |
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It is chance based, depending on difficulty. I think at 10 it only reaches 40%. |
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Perhaps this sort of thing just needs to be the default on higher difficulties? Also, those aren't wave behaviours, just general AI unit behaviours that only come into effect on player planets. The hunter fleet wasn't changed to do anything like that though. |
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Anything that always becomes the default will become cheesable. I'd suggest that on difficulty 10 it be something like an 80% chance, and difficulty 8+ at 70% chance, and difficulty 7+ a 55% chance. Something like that so it is much more common, starting at difficulty 7. At the lower difficulties where it can do this at all (probably 5+?) it should be more common but not so hugely so. I like the idea of the hunters also having this sort of option, if you were contemplating that. |
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It would be hard to persuade the hunters to do this in a fashion that doesn't make the hunters sometimes just suicide into a very heavily defended planet. |
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Fair enough! |
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I've bumped the %s of "AI tries to sneak ships past your forces if there's a good place to go" percentages up. See if that makes a difference. |
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* For difficulties under 7, bumped up the chance of them sending aggressive waves that try to bypass things. Under difficulty 5 it drops a TON. ** This is something that makes the AI feel more alive to the point that without it happening at least sometimes the AIs are just too passive-seeming with their waves, we're concerned. "The real game begins at 7" is what we often say, but in this sort of case we want it to at least feel like the AI is still after you a reasonable amount on difficulty 5 and up. Below difficulty 5 the AI is just kind of... there. ;) |
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It seems like this has been resolved? |
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Definitely. Difficulty 9 does it to a high degree. I've not known even the Classic AI to be that sneaky. |
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That's such an awesome thing to hear. :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 8, 2019 1:29 pm | wm46 | New Issue | |
Sep 8, 2019 1:43 pm | RocketAssistedPuffin | Note Added: 0052922 | |
Sep 8, 2019 7:20 pm | wm46 | Note Added: 0052925 | |
Sep 8, 2019 8:16 pm | RocketAssistedPuffin | Note Added: 0052928 | |
Sep 8, 2019 9:39 pm | BadgerBadger | Note Added: 0052933 | |
Sep 8, 2019 9:40 pm | BadgerBadger | Note Edited: 0052933 | |
Sep 8, 2019 9:40 pm | BadgerBadger | Note Edited: 0052933 | |
Sep 9, 2019 9:49 am | Chris_McElligottPark | Note Added: 0052940 | |
Sep 9, 2019 10:46 am | BadgerBadger | Note Added: 0052947 | |
Sep 9, 2019 10:47 am | Chris_McElligottPark | Note Added: 0052948 | |
Sep 9, 2019 10:59 am | BadgerBadger | Note Added: 0052949 | |
Sep 9, 2019 10:59 am | BadgerBadger | Note Edited: 0052949 | |
Sep 9, 2019 10:59 am | BadgerBadger | Assigned To | => BadgerBadger |
Sep 9, 2019 10:59 am | BadgerBadger | Status | new => feedback |
Sep 9, 2019 6:10 pm | Chris_McElligottPark | Note Added: 0052966 | |
Oct 1, 2019 11:03 am | BadgerBadger | Status | feedback => resolved |
Oct 1, 2019 11:03 am | BadgerBadger | Resolution | open => fixed |
Oct 1, 2019 11:03 am | BadgerBadger | Fixed in Version | => 0.894 Desaturation And Cross-Planet Move Orders |
Oct 1, 2019 11:03 am | BadgerBadger | Note Added: 0053359 | |
Oct 1, 2019 11:16 am | RocketAssistedPuffin | Note Added: 0053361 | |
Oct 4, 2019 4:10 pm | Chris_McElligottPark | Note Added: 0053458 |