View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023151 | AI War 2 | Suggestion | Apr 16, 2020 12:38 pm | Jul 16, 2020 10:12 am | |
Reporter | ParadoxSong | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.026 The Faction Duality Problem | ||||
Fixed in Version | 2.101 Connection Status: Confirmed | ||||
Summary | 0023151: Suggestion: Give the Scourge Fireteams an Escort/Breakthrough Strategy | ||||
Description | The scourge can be cut off from the rest of the map pretty easily, they don't even seem to attempt to escort builders through player planets. While it's nice to be able to stop the Scourge from expanding, high-intensity scourge don't really live up to their name on X or Clusters when constrained so easily. The Scourge are more frightening when they don't have to ram your fortress world into the dust before they're allowed into the softer quadrants (you'd probably be dead by then, anyway) To counter this issue, I suggest having Scourge builders "risk" running through a player world when no other scourge can path to a large enough set of AI (maybe even neutral) planets, a low but arbitrary percentage in the range of like 5-20%. If that much of the map is cut off, then the scourge could either wait for a wave on a blocking planet and breakthrough at the same time, taking builders, or try and do it on their own, if they think they can. What's wonderful about this, is this is counter-able too! Black Hole Machines, Gravity Generators, and Forcefields and webber-types all gain value in Scourge games, and it can help provide a reason not to stack all your forcefields on your command station while providing a rare opportunity to kill some builders. | ||||
Tags | No tags attached. | ||||
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Maybe! Does anyone have a good save that could be used for testing this if I decide to add the feature? |
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Here you go, Badger. X map-type (it's most pronounced there), central planet controlled since 20mins or so, Scourge (Intensity 7) just starting to show up and attack it, there's been a poke in every two minutes or so. The tractor arrays have been deleted on the planet so it's easier to test for you. Less relevant characteristics of the save: Allied scourge just warping in now (if this is a problem, I have a save about 12 minutes earlier) Allied marauders starting to snowball, no HRF yet. If you want a more mature save, let me know, I'll probably keep playing this one. It might have Spire Cities though. |
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Woops. Reupload. |
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Oh, and to add to this - particularly useful times for the Scourge to try and do this would be during waves targeting the planet(s) they need to get past, or during CPAs, since both could help cover for the anemic scourge, relative to the time elapsed in the map. The behaviour right now, Scourge just trickle into the central planet every so often and get mercilessly slaughtered. |
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Ask and ye shall recieve.... * Fix a bug where the scourge were periodically suiciding Defensive Fireteams into player positions. ** Thanks to ParadoxSong for the save. * On intensities >= 5, the scourge can create cloaked "blockade running builders" if the player has tried to blockade the scourge into a small region of the galaxy ** Thanks to ParadoxSong for the suggestion * On higher scourge difficulties, the scourge is intended to sneak a builder off to another part of the galaxy at the beginning of the game, to make it much harder for the player to blockade them in. This was not working on some map types, including the X type. ** Thanks to ParadoxSong for the save that exposed this problem. *** These changes should make the scourge much harder to deal with in general, and on the X map type in particular. |
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Thank you so, SO much badger. You are my hero! Scourge are my favourite part of the game and I'm really happy to see them tear me apart mercilessly!!! |
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The ironic thing is that the existing mechanism should have prevented this, it just wasn't working on the X map, where it was most needed. I didn't realize that till I'd done basically all the work for the cloaked builders. |
Date Modified | Username | Field | Change |
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Apr 16, 2020 12:38 pm | ParadoxSong | New Issue | |
May 26, 2020 2:09 am | BadgerBadger | Assigned To | => BadgerBadger |
May 26, 2020 2:09 am | BadgerBadger | Status | new => assigned |
May 26, 2020 2:10 am | BadgerBadger | Status | assigned => considering |
May 26, 2020 2:10 am | BadgerBadger | Note Added: 0057122 | |
Jul 15, 2020 10:51 am | ParadoxSong | Note Added: 0057612 | |
Jul 15, 2020 10:52 am | ParadoxSong | File Added: Candidate 3.save | |
Jul 15, 2020 10:52 am | ParadoxSong | File Added: Candidate 3.savemet | |
Jul 15, 2020 10:52 am | ParadoxSong | Note Added: 0057613 | |
Jul 15, 2020 7:13 pm | ParadoxSong | Note Added: 0057629 | |
Jul 16, 2020 2:14 am | BadgerBadger | Status | considering => resolved |
Jul 16, 2020 2:14 am | BadgerBadger | Resolution | open => fixed |
Jul 16, 2020 2:14 am | BadgerBadger | Fixed in Version | => 2.101 Connection Status: Confirmed |
Jul 16, 2020 2:14 am | BadgerBadger | Note Added: 0057632 | |
Jul 16, 2020 9:30 am | ParadoxSong | Note Added: 0057637 | |
Jul 16, 2020 10:12 am | BadgerBadger | Note Added: 0057643 |