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IDProjectCategoryLast Update
0023848AI War 2SuggestionOct 15, 2020 10:49 am
ReporterBurner Assigned ToBadgerBadger  
Severityminor 
Status resolvedResolutionfixed 
Product Version2.603 Nanocaust And Civvies Strike Back 
Fixed in Version2.605 Hunter Intelligence 
Summary0023848: Some thoughts on Hunter behaviour
DescriptionBackground: In this save I'm playing a very distributed low AIP game. I had very little problems dealing with Hunter (it's diff 9) because of two main factors:
1. It seems like attacks are always about 1.5 of defence strength, so I'm almost always able to fend them off (worst case - with some help of small MK1 fleet)
2. Hunter always attacks my weakest planets, which also happen to be planets with no valuable structures (I upgrade command stations in important planets by 1, so irrelevant ones happen to be weaker naturally). So, I'm not really concerned even if I lose a planet every now and then - I'll just take it back with my main fleet, no problem

So, I decided to do a little test and give Hunter a bit more ships than it usually would have - about 1.8K (normally I never saw more than 600) and see what happens. Note, my main fleet is about 320 strength, and my static defences are about 150. With that strength AI could rush for my homeworld and win easily
What happened instead:
1. Hunter attacked 3 planets I don't care about. Two of those attacks failed eventually, AI managed to take one world
2. AI attacked a GCA planet, I managed to safe it with my main fleet
3. AI attacked Zenith Matter Converted after some time - I barely managed to get my fleet in for assist

Overall, I feel like Hunter could perform much better. If it just piled up all ships and attacked in one place (like threat in Classic would) - it would take the planet. Even if it split forces in two and attacked, let's say, both MDC simultaneously - it would be over

I'd like to suggest few things I think Hunter could do (by any means, this doesn't need to be default behaviour, a new Hunter subtype would be perfectly fine):
1. Update overkill formula for higher difficulties. I feel like overkill ratio could be higher on higher difficulties (like 2-3?). Also, some static addition to it would be nice. Something bases on AI Progress (like, wave size?) to take possible assisting mobile fleets into account
2. Allow Hunter to pick high value planets over low defence planets (at least some times). That would definitely make the campaign more dangerous
3. Allow Hunter to concentrate all its forces on 1-2 targets (at least occasionally, for a change)
TagsNo tags attached.

Activities

Burner

Oct 1, 2020 2:31 pm

reporter  

Hunter Science.save (1,057,996 bytes)

TechSY730

Oct 1, 2020 3:18 pm

reporter   ~0058854

The "AI thinking that by the strength it significantly overpowers but actually loses that fight" issue sounds like a pretty ugly hole in the strength formula that may warrant its own bug.

But +1 to making some of the hunter fleet decide to "bank up" with other hunter fleet to stalk a valuable planet, even if well fortified, over always going for the first or second opening they see.

Burner

Oct 1, 2020 4:32 pm

reporter   ~0058873

A pre-spawn save
I think I used 'AI budget,1,HunterFleet,1000000', but I can't remember what the number was exactly
PreScience.save (680,004 bytes)

BadgerBadger

Oct 2, 2020 1:16 am

manager   ~0058892

I've very much overhauled the hunter's behaviour

Issue History

Date Modified Username Field Change
Oct 1, 2020 2:31 pm Burner New Issue
Oct 1, 2020 2:31 pm Burner File Added: Hunter Science.save
Oct 1, 2020 3:18 pm TechSY730 Note Added: 0058854
Oct 1, 2020 4:32 pm Burner File Added: PreScience.save
Oct 1, 2020 4:32 pm Burner Note Added: 0058873
Oct 2, 2020 1:16 am BadgerBadger Assigned To => BadgerBadger
Oct 2, 2020 1:16 am BadgerBadger Status new => resolved
Oct 2, 2020 1:16 am BadgerBadger Resolution open => fixed
Oct 2, 2020 1:16 am BadgerBadger Fixed in Version => 2.605 Hunter Intelligence
Oct 2, 2020 1:16 am BadgerBadger Note Added: 0058892