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IDProjectCategoryLast Update
0024262AI War 2Balance IssueDec 23, 2020 3:17 pm
ReporterArnaudB Assigned ToBadgerBadger  
Severityminor 
Status resolvedResolutionfixed 
Product Version2.708 Mapgen For Multiplayer 
Fixed in Version2.709 Obedient Engineers 
Summary0024262: Overpowered marauders
DescriptionSo to nobody surprise marauders are really nasty in the current version. I had games where an intensity 5 managed to build up to hundreds and hundreds of strength, to the point they couldn't be wiped out by anybody. This mostly seems to happens when they manage to carve a corner of the galaxy for themselves. Some minor factions, including incoming ones, can accidentally end up shielding the marauders and create such pockets.

What drove that home for me was my last 4 AIs diff7 with Spire and Dark Spire present. The marauders wiped out all significant resistance by themselves, of all the AIs combined without much trouble. They were intensity 10 so that isn't entirely surprising, but seeing them easily throw out 800-1100 strength fleets filled with Dreadnought on multiple planets and with 500-600 strength on multiple places... They wipe out arriving Nanocaust by themselves on its home planet.

Granted the last AI died just before a mothership was going to be throw out, but it still feels excessive.

Below: a screenshot showing my 5 city Spire Fleet having as much strength as this SINGLE army of the marauders out of multiple.
TagsNo tags attached.

Activities

ArnaudB

Dec 23, 2020 7:01 am

manager  

20201223091031_1.jpg (592,478 bytes)
20201223090438_1.jpg (508,898 bytes)
Autosave at 3h 5m 0s.save (1,629,886 bytes)
Speed 11.save (1,416,734 bytes)

RocketAssistedPuffin

Dec 23, 2020 7:32 am

reporter   ~0060140

This looks like that Kaizer thing? Wouldn't this be something to say to SirLimbo directly?

ArnaudB

Dec 23, 2020 8:26 am

manager   ~0060141

I'm pretty sure this is vanilla. I don't have Kaizer activated (AMU is only a function library).

Yes, I just checked. Kaiser isn't activated. This is vanilla Marauders.

ArnaudB

Dec 23, 2020 8:27 am

manager   ~0060142

Yes, I can confirm. This is in the vanilla "Marauder.xml" file.

display_name="Marauder Dreadnought"
            description="The 'Solo Armada,' this massive marauder warship is capable of launching devestating barrages at a distance. However, it less capable of dealing with swarms of ships in close proximity."

RocketAssistedPuffin

Dec 23, 2020 9:11 am

reporter   ~0060143

Huh. That's odd. I have no memory of these. The mention of Dreadnought and all these unknown to me icons in the pictures made me think it was from that, particularly the Marauder Raider with the Beam flair.

From what I can tell, reminding myself...Raiders use two tags:

MarauderRaider
MarauderRaiderBasic

For normal games they spawn "MarauderRaiderBasic" only. If they have Spire Debris, they use "MarauderRaider" tags, which gives them access to the Spire one. "MarauderRaider" also seems to be used for some of the factions logic, so these new ones appear to have it for that purpose.

Which then causes Spire Debris to unlock them, seemingly. Far as I can tell though...these things shouldn't be appearing in normal Raider slots?

ArnaudB

Dec 23, 2020 9:16 am

manager   ~0060144

From the entity folders, the Dreadnought are from the base game. The Spire marauder has only 1 ship and it explicitedly has Spire in its name. By everything I can see, the marauders having Dreadnought isn't affected by having the DLC1 expansion.

            display_name="Spire Raider Frigate"
            description="A strange mix of Spire and AI technology with the Marauders."

It's quite possible that Badger (who I believe made the faction) added ships to the basic marauders around the time DLC1 got released. Marauders DID get an overhaul at some point, without spire being involved, in an effort to make them relevant and save on performance (by reducing the amount of ships they had).

Chris_McElligottPark

Dec 23, 2020 10:19 am

administrator   ~0060145

It could also have been added by someone else, as we had a few modders who were updating the faction directly.

ZeusAlmighty

Dec 23, 2020 1:06 pm

manager   ~0060146

I made those ultra raider units for Badger when he asked for submissions:
https://discord.com/channels/240637654717300736/738790577067524157/791316785596858401

I had in mind a hard cap on these units and only spawning on conditions of player and other factions being at a high power level
Dreadnaughts 1-3 cap per marauder faction
Corsairs 5-10 cap per marauder faction

BadgerBadger

Dec 23, 2020 3:17 pm

manager   ~0060150

Those extra-strong marauder ships will not appear in games going foward.

Any existing extra-strong ships will blow themselves up shortly after game load.

Issue History

Date Modified Username Field Change
Dec 23, 2020 7:01 am ArnaudB New Issue
Dec 23, 2020 7:01 am ArnaudB File Added: 20201223091031_1.jpg
Dec 23, 2020 7:01 am ArnaudB File Added: 20201223090438_1.jpg
Dec 23, 2020 7:01 am ArnaudB File Added: Autosave at 3h 5m 0s.save
Dec 23, 2020 7:01 am ArnaudB File Added: Speed 11.save
Dec 23, 2020 7:32 am RocketAssistedPuffin Note Added: 0060140
Dec 23, 2020 8:26 am ArnaudB Note Added: 0060141
Dec 23, 2020 8:27 am ArnaudB Note Added: 0060142
Dec 23, 2020 9:11 am RocketAssistedPuffin Note Added: 0060143
Dec 23, 2020 9:16 am ArnaudB Note Added: 0060144
Dec 23, 2020 10:19 am Chris_McElligottPark Note Added: 0060145
Dec 23, 2020 1:06 pm ZeusAlmighty Note Added: 0060146
Dec 23, 2020 3:17 pm BadgerBadger Assigned To => BadgerBadger
Dec 23, 2020 3:17 pm BadgerBadger Status new => resolved
Dec 23, 2020 3:17 pm BadgerBadger Resolution open => fixed
Dec 23, 2020 3:17 pm BadgerBadger Fixed in Version => 2.709 Obedient Engineers
Dec 23, 2020 3:17 pm BadgerBadger Note Added: 0060150