View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023793 | AI War 2 | Bug - Gameplay | Sep 24, 2020 8:34 am | Oct 12, 2020 6:40 pm | |
Reporter | Burner | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.510 Astro Train Safety Training | ||||
Fixed in Version | 2.611 AI Defensive Huddle | ||||
Summary | 0023793: Looks like AI won't reinforce homeworld unless it's alerted | ||||
Description | Hello, 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 | ||||
Tags | No tags attached. | ||||
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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). |
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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 |
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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. |
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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! |
Date Modified | Username | Field | Change |
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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 |