View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022696 | AI War 2 | Gameplay Issue | Jan 23, 2020 10:02 am | Feb 3, 2020 3:41 pm | |
Reporter | StarKelp | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.308 Mega Performance | ||||
Fixed in Version | BETA 1.323 Everybody Buff Now | ||||
Summary | 0022696: 'Hide Near Command Station' logic should exclude Drones, potentially Melee | ||||
Description | The AI likes to have its ships hide near its command station when outnumbered, but it also brings in drones and heads while doing so. As these are quickly reproduced (in the case of drones) or lose health over time (in the case of heads), it may be more productive to exclude these from the logic. As an aside, Melee also suffer from not being able to do anything when given this order, but I'm unsure about how exactly that could be dealt with, or if it even should. | ||||
Tags | No tags attached. | ||||
related to | 0022688 | new | If the Devourer is on a planet, Ai drones will exit Guardposts and run to to the command station |
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Badger I can put in the logic if need be, but I don't know where the "hide at command station logic" is. There are simple checks for TypeData.IsDrone and TypeData.IsMelee which could easily be set to be excluded from this logic. |
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Look in AI.cs' LongRangePlanning for all places where we call Helper_HunkerDown() for a group of units. The Threat Routing code which begins #region check for routing non-en-route threat ships, and freeing guard ships under overwhelming assault should probably just omit looking at drones entirely in the big loop (they should just fight to the death at all times). Melee ships are more complex, because if the rest of the AI's ships are cowering then the melee ships will just get stomped. I'm not sure the Hunker down behaviour of "cower at command station" actually makes sense anymore. I seem to recall that once upon a time the AI always grouped its defenses around the Planetary Controller (yes this is very old logic), and this usually includes a shield, so that would make sense. The goal of hunkering to my mind is when the AI says "We're not outnumbered enough to outright retreat, but fighting away from our static defenses is a bad idea because we are outnumbered. Lets consolidate our ships around our most heavily defended point and make you win the war of attrition. If we can draw this battle out maybe the Warden will come help, or maybe the Hunter can take advantage of your ships being tied up here". So I vote to redo the logic as follows. Pick the strongest set of defensive structures on the planet. If a ships is outside that structure's range, send it to that structure, otherwise fight normally. This would allow you to slowly whittle down the units with snipers, but that's very inefficient and the AI's goal is to make you leave lots of ships on this planet for longer so it can perhaps strike elsewhere. |
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Anyone have a save game with drones or melee units exhibiting this behaviour? |
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Got a Dire Tethuida being cowardly with its drones on Garr. |
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I can't load this game; something about "Could not find game entity with name RoyalDireGravityGuardian" |
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Yeah that's something in the changes I gave him to try. Hopefully I can actually have it finished and checked out soon... |
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Puffin, I'm assigning this to you until you get the Guardian stuff checked in so I can check out that save. |
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Back to you. |
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Some improvements have been made |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 23, 2020 10:02 am | StarKelp | New Issue | |
Jan 28, 2020 9:35 am | Chris_McElligottPark | Relationship added | related to 0022688 |
Jan 28, 2020 9:35 am | Chris_McElligottPark | Assigned To | => BadgerBadger |
Jan 28, 2020 9:35 am | Chris_McElligottPark | Status | new => assigned |
Jan 28, 2020 9:36 am | Chris_McElligottPark | Note Added: 0055794 | |
Jan 28, 2020 10:39 am | BadgerBadger | Note Added: 0055801 | |
Jan 28, 2020 10:40 am | BadgerBadger | Note Edited: 0055801 | |
Jan 29, 2020 11:30 pm | BadgerBadger | Note Added: 0055822 | |
Jan 30, 2020 10:55 am | StarKelp | File Added: Cowardly Dire on Garr.save | |
Jan 30, 2020 10:55 am | StarKelp | File Added: Cowardly Dire on Garr.savemet | |
Jan 30, 2020 10:55 am | StarKelp | Note Added: 0055827 | |
Jan 31, 2020 12:20 pm | BadgerBadger | Note Added: 0055841 | |
Jan 31, 2020 12:45 pm | RocketAssistedPuffin | Note Added: 0055842 | |
Jan 31, 2020 10:43 pm | BadgerBadger | Assigned To | BadgerBadger => RocketAssistedPuffin |
Jan 31, 2020 10:44 pm | BadgerBadger | Note Added: 0055851 | |
Feb 2, 2020 3:06 pm | RocketAssistedPuffin | Assigned To | RocketAssistedPuffin => BadgerBadger |
Feb 2, 2020 3:06 pm | RocketAssistedPuffin | Note Added: 0055870 | |
Feb 3, 2020 3:41 pm | BadgerBadger | Status | assigned => resolved |
Feb 3, 2020 3:41 pm | BadgerBadger | Resolution | open => fixed |
Feb 3, 2020 3:41 pm | BadgerBadger | Fixed in Version | => BETA 1.323 Everybody Buff Now |
Feb 3, 2020 3:41 pm | BadgerBadger | Note Added: 0055874 |