View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022652 | AI War 2 | Bug - Gameplay | Jan 17, 2020 12:24 pm | Jan 26, 2020 3:03 am | |
Reporter | ArnaudB | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.304 So You Like Combat Engineers? | ||||
Fixed in Version | BETA 1.312 Stop Threatening Me | ||||
Summary | 0022652: Defeated AI's fleets still join remaining AI Homeworlds | ||||
Description | A somewhat problematic issue that still happens. Whether an AI is in civil war or a defeated AI goes rogue, its fleets will regenerate on the remaining AI homeworlds. This does takes a while or possibly an AIP Mark increase but it lead to some absurdly tough AI Homeworlds. I did manage to get around them in this 9/7 setup but it required a lot of timing, tech farming on neutral planets, excessive AIP reduction and a powerful economy. It's a lot less blatant with Warden and Hunter fleet at intensity 5 rather than 9 and 7 like here. With distractions it remains 'doable' to assassinate the Guard posts then Overseer, but it feels like disproportionately difficult. It's also weird to see Orange and Yellow fight together in this monster blob, while they're fighting over territory in Yellow's former homeworld. I am somewhat annoyed by this because it gets worse with more AIs. Four or Five AIs setups get... kind of difficult to finish with five times Warden/Hunter/Praetorian on a single Homeworld at mark six or seven. | ||||
Tags | No tags attached. | ||||
related to | 0022431 | resolved | BadgerBadger | Apparently Hunter/Warden from dead AIs in Civil War join their enemies? |
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I had a similar situation. Killed one of two 7 seven AIs, important AI planets went from 20-40 strength to 150 and 700 on the homeworld, up from 300. The first AI was extremely easy, and the second was a total nightmare. Most of the threat also ends up just attacking planets with 150+ incursions with no wave time to plan for. |
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AI sub-factions (praetorian/hunter/warden) no longer join other AIs when their overlord dies. Instead they go rogue like the original AI. The praetorian stops doing anything except fighting on its current planets, but the hunter and warden will remain active |
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Thank you very much. I was eagerly waiting for this change. It's going to make multi-AIs games far less frustrating and much more fun. |
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You can test this now on a beta steam build; I think it's current_beta |
Date Modified | Username | Field | Change |
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Jan 17, 2020 12:24 pm | ArnaudB | New Issue | |
Jan 17, 2020 12:24 pm | ArnaudB | File Added: 20200117181104_1.jpg | |
Jan 17, 2020 12:24 pm | ArnaudB | File Added: 20200117181007_1.jpg | |
Jan 17, 2020 12:24 pm | ArnaudB | File Added: Autosave.37800.rar | |
Jan 17, 2020 12:24 pm | ArnaudB | File Added: Autosave.36600.rar | |
Jan 17, 2020 12:24 pm | ArnaudB | File Added: Autosave.37200.rar | |
Jan 23, 2020 11:50 am | BadgerBadger | Relationship added | related to 0022431 |
Jan 24, 2020 1:03 am | Agalyon | Note Added: 0055756 | |
Jan 25, 2020 1:13 pm | BadgerBadger | Assigned To | => BadgerBadger |
Jan 25, 2020 1:13 pm | BadgerBadger | Status | new => resolved |
Jan 25, 2020 1:13 pm | BadgerBadger | Resolution | open => fixed |
Jan 25, 2020 1:13 pm | BadgerBadger | Fixed in Version | => BETA 1.312 Stop Threatening Me |
Jan 25, 2020 1:13 pm | BadgerBadger | Note Added: 0055767 | |
Jan 25, 2020 3:18 pm | ArnaudB | Note Added: 0055769 | |
Jan 26, 2020 3:03 am | BadgerBadger | Note Added: 0055775 |