View Issue Details

IDProjectCategoryLast Update
0023793AI War 2Bug - GameplayOct 12, 2020 6:40 pm
ReporterBurner Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version2.510 Astro Train Safety Training 
Fixed in Version2.611 AI Defensive Huddle 
Summary0023793: Looks like AI won't reinforce homeworld unless it's alerted
DescriptionHello,

I was reading some source code in AI.cs, and I've noticed that in 'TryToSpendBudget_Reinforcement' section 'if ( planetsToReinforce.Count <= 0 )' (that is responsible for giving reinforcements to AI homeworld) will never be executed because, well, there're always planets adjusted to non-AI.
It might be worth updating it so AI spends some of excess reinforcements before adding those to CPA

Thanks!

P.S. Sorry if I'm wrong and wasted your time
TagsNo tags attached.

Activities

RocketAssistedPuffin

Sep 24, 2020 10:39 am

reporter   ~0058646

From the looks of it, this is fine. This is code for reinforcements to any alerted world, either due to enemies being on it, or a non-AI planet adjacent.

The Homeworld bit looks to me as if it's just a fallback if there's no planets to reinforce normally, from the previous checks (for hostiles or adjacency).

Burner

Sep 24, 2020 11:13 am

reporter   ~0058647

Problem is that there're always adjusted planets (well, unless you have something like nomads and conquered a whole chunk of galaxy)
I wonder if it should be 'if all adjusted planets are fully reinforced, reinforce homeworld' instead

DEMOCRACY_DEMOCRACY

Sep 24, 2020 11:59 am

reporter   ~0058648

This sounds like a terrible idea making the AI homeworld an always active reinforcement point. TL:DR of how reinforcement works is "if hostiles are near (adjacent) this planet or an adjacent planet is not AI owned, enable large reinforcement, and focus on this planet. If hostiles are not adjacent to this planet and adjacent planets are AI, enable tiny reinforcement, and do not focus on this planet". If the AI homeworld was always reinforcing, that means the AI will inevitably doomstack it to the extreme, and can potentially reach upwards of 2k strength at only a couple hours in. Good luck cracking that without fallen spire. IMO reinforcement is fine as is, no changes needed.

Chris_McElligottPark

Oct 12, 2020 6:40 pm

administrator   ~0059180

This is just a WEE bit handled with the new version. :)

https://wiki.arcengames.com/index.php?title=AI_War_2:Multiplayer_Alpha_And_Beta#Overhaul_of_AI_Sentinels_Reinforcements_And_Alert_Levels

Thanks!

Issue History

Date Modified Username Field Change
Sep 24, 2020 8:34 am Burner New Issue
Sep 24, 2020 10:39 am RocketAssistedPuffin Note Added: 0058646
Sep 24, 2020 11:13 am Burner Note Added: 0058647
Sep 24, 2020 11:59 am DEMOCRACY_DEMOCRACY Note Added: 0058648
Oct 12, 2020 6:40 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 12, 2020 6:40 pm Chris_McElligottPark Status new => resolved
Oct 12, 2020 6:40 pm Chris_McElligottPark Resolution open => fixed
Oct 12, 2020 6:40 pm Chris_McElligottPark Fixed in Version => 2.611 AI Defensive Huddle
Oct 12, 2020 6:40 pm Chris_McElligottPark Note Added: 0059180