View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002226 | AI War 1 / Classic | Note To Test | Jan 1, 2011 1:10 pm | Feb 16, 2011 3:07 pm | |
Reporter | TechSY730 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.059 | ||||
Fixed in Version | 5.001 | ||||
Summary | 0002226: AI Handicap Affecting what it should? | ||||
Description | I just wanted to make sure that AI handicaps do indeed affect everything that could reflect their "economy", including: Wave size, Reinforcements, Event attacks (Light of the Spire stuff, etc.), Initial seeding of planets, and any other AI related ship building stuff When playing against an AI with a multiplier, it seems the wave sizes are a bit small for that, which is why I am asking. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Dang it, did I get my affecting and effecting mixed up? Can someone who knows their subtle distinctions well help my out here? |
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When you push a ball the effect is that it will roll, it will affect the airflow around it when it rolls. Should be affect (says the dutchy that knows a bit of english :)). (Does it affect everything concerning their econ, to the effect that waves are also larger...) http://www.wsu.edu/~brians/errors/affect.html |
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Thanks Red Spot. Title has been fixed. |
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If I understand things right, the wave size per wave isn't actually any bigger, but something about the handicap supposedly makes waves come more rapidly. Ideally, that the way it probably should be since difficultly is what you use to make waves bigger to go against your ship cap and that already goes up to higher than probably anyone can do without using lots of gimmicks. This is assuming it still holds that 300% player handicap and 300% AI handicap is supposed to make the game go faster not become impossibly difficult due to the ship cap limitation. 3x as many ships in a wave at the regular frequency is way way harder than regular sized waves 3 times as often. Player economy going 3x faster does nothing anywhere near enough to counter a 3x size wave. |
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Hmm, good point, I didn't think of that. Well, if that is indeed expected behavior, than you can replace my queries of wave sizes with queries of wave frequency. |
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* Handicap now has the following effects, all of which is new unless otherwise noted: ** AI *** Previously it affected the speed at which the AI reinforced. It no longer does. *** Increases the number of ships in each wave and reinforcement, and decreases when negative. *** Roaming Enclaves and Preservation Wardens are spawned sooner or later into the game. *** Scrap waves are scaled accordingly. *** Specifically "forced waves" are scaled accordingly. *** Cross planet atacks are scaled accordingly. *** Saboteur and deep strike reactions are scaled accordingly. *** For now, event attacks are NOT affected by this. *** Initial seeding of AI planets are intentionally not affected by this -- same as human players get no starting benefit from handicaps. ** Player *** Increases the amount of resources gathered from producers (using a new formula), and decreases when negative (also using the new formula). |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 1, 2011 1:10 pm | TechSY730 | New Issue | |
Jan 1, 2011 1:11 pm | TechSY730 | Note Added: 0007308 | |
Jan 1, 2011 1:12 pm | TechSY730 | Description Updated | |
Jan 8, 2011 2:07 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 8, 2011 2:07 am | Chris_McElligottPark | Status | new => minor fix for later |
Jan 8, 2011 5:26 am | Red Spot | Note Added: 0007967 | |
Jan 8, 2011 1:35 pm | TechSY730 | Note Added: 0007991 | |
Jan 8, 2011 1:35 pm | TechSY730 | Summary | AI Handicap Effecting what it should? => AI Handicap Affecting what it should? |
Jan 8, 2011 1:35 pm | TechSY730 | Description Updated | |
Jan 8, 2011 3:39 pm | Suzera | Note Added: 0008001 | |
Jan 8, 2011 3:40 pm | Suzera | Note Edited: 0008001 | |
Jan 8, 2011 3:43 pm | Suzera | Note Edited: 0008001 | |
Jan 8, 2011 3:44 pm | Suzera | Note Edited: 0008001 | |
Jan 8, 2011 3:44 pm | Suzera | Note Edited: 0008001 | |
Jan 8, 2011 3:45 pm | Suzera | Note Edited: 0008001 | |
Jan 8, 2011 5:21 pm | TechSY730 | Note Added: 0008004 | |
Feb 16, 2011 3:07 pm | Chris_McElligottPark | Note Added: 0010390 | |
Feb 16, 2011 3:07 pm | Chris_McElligottPark | Status | minor fix for later => resolved |
Feb 16, 2011 3:07 pm | Chris_McElligottPark | Fixed in Version | => 5.001 |
Feb 16, 2011 3:07 pm | Chris_McElligottPark | Resolution | open => fixed |