View Issue Details

IDProjectCategoryLast Update
0021601AI War 2[All Projects] Gameplay IssueOct 4, 2019 4:10 pm
Reporterwm46Assigned ToBadgerBadger 
Severityminor 
Status resolvedResolutionfixed 
Product Version0.887 Ending Scenes 
Fixed in Version0.894 Desaturation And Cross-Planet Move Orders 
Summary0021601: What ever happened to the special AI Wave behaviors
DescriptionIn 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.
TagsNo tags attached.

Activities

RocketAssistedPuffin

Sep 8, 2019 1:43 pm

developer   ~0052922

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.

wm46

Sep 8, 2019 7:20 pm

reporter   ~0052925

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.

RocketAssistedPuffin

Sep 8, 2019 8:16 pm

developer   ~0052928

It is chance based, depending on difficulty. I think at 10 it only reaches 40%.

BadgerBadger

Sep 8, 2019 9:39 pm

manager   ~0052933

Last edited: Sep 8, 2019 9:40 pm

View 3 revisions

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.

x4000Bughunter

Sep 9, 2019 9:49 am

administrator   ~0052940

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.

BadgerBadger

Sep 9, 2019 10:46 am

manager   ~0052947

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.

x4000Bughunter

Sep 9, 2019 10:47 am

administrator   ~0052948

Fair enough!

BadgerBadger

Sep 9, 2019 10:59 am

manager   ~0052949

Last edited: Sep 9, 2019 10:59 am

View 2 revisions

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.

x4000Bughunter

Sep 9, 2019 6:10 pm

administrator   ~0052966

* 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. ;)

BadgerBadger

Oct 1, 2019 11:03 am

manager   ~0053359

It seems like this has been resolved?

RocketAssistedPuffin

Oct 1, 2019 11:16 am

developer   ~0053361

Definitely. Difficulty 9 does it to a high degree. I've not known even the Classic AI to be that sneaky.

x4000Bughunter

Oct 4, 2019 4:10 pm

administrator   ~0053458

That's such an awesome thing to hear. :)

Issue History

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 View Revisions
Sep 8, 2019 9:40 pm BadgerBadger Note Edited: 0052933 View Revisions
Sep 9, 2019 9:49 am x4000Bughunter Note Added: 0052940
Sep 9, 2019 10:46 am BadgerBadger Note Added: 0052947
Sep 9, 2019 10:47 am x4000Bughunter Note Added: 0052948
Sep 9, 2019 10:59 am BadgerBadger Note Added: 0052949
Sep 9, 2019 10:59 am BadgerBadger Note Edited: 0052949 View Revisions
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 x4000Bughunter 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 x4000Bughunter Note Added: 0053458