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IDProjectCategoryLast Update
0002433AI War 1 / ClassicBalance IssueJan 16, 2011 2:04 am
Reporterlyravega Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Fixed in Version4.068 
Summary0002433: Anger issue
DescriptionIf one has access to stealth capable forces, when you enter a planet, destroy some stuff and go low-power or avoid enemy forces and vanish in the emptiness, as AI gets angered they try to retalliate, sending every available ship in the system to your worlds. However, your force is still there, waiting for an opportunity - and this anger mechanic allows them to clean up the system with ease.

On the other hand, on planets with Eye, this backfires if one wants to abuse this. Most of the ships leave the planet, forcing you to retreat aswell as you have greater number of ships than the AI.
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Red Spot

Jan 14, 2011 1:05 pm

reporter   ~0008474

I see this as a feature. The AI doesnt know you are there, is angered, and so attacks your planets.
The exact same can be triggered by simply sending in waves of transports filled with bombers/frigates/fighters. Once you load up the troops after having killed most posts and nothing in your adjacent planet, they will pay you a visit, with the transports still on their planet. Which again can be hurtfull if you have too many ships in your transports and/or too few on the adjacent planet.

On Eyes planets you now have to take great care how/when to assault them as you may make things more difficult for yourself than it has to be.

In short: IMO a feature, not a bug.

TechSY730

Jan 14, 2011 2:15 pm

reporter   ~0008476

Have you suggested anger management classes? I heard that helps a lot of people deal with anger issues. :D

Anyways, I agree with Red Spot, but I want to clarify one thing. The AI does know if you have military cloaked ships on their planet. Just like you know if the AI has cloaked military ships on your planet. It's just they can't tell where they are. Thus, the angered ships not being able to attack the threat on their planet, moves on to goal number 2, attack the human worlds.

lyravega

Jan 14, 2011 4:03 pm

reporter   ~0008484

This is a feature you say? So, when I go with cloaked units and destroy something, then go low-power till they leave the sector to retalliate as you say, and then taking out the planet, because my cloaked fleet was still there is a feature? I don't think so.

Chris_McElligottPark

Jan 14, 2011 4:19 pm

administrator   ~0008486

Do you have a save that can be used to demonstrate this?

Red Spot

Jan 14, 2011 4:34 pm

reporter   ~0008487

When you have angered a planet but they do not attack cause of the force on your planet, they do attack when you actually send your own fleet onto that AIs planet. I'd say that is the same thing and easilly recreated in any game.

Still it only happens if you are weak on the targetted planet.

lyravega

Jan 14, 2011 8:34 pm

reporter   ~0008500

I have a save. I have several saves in fact, don't know which one would suit demonstration though. I'll post 2 of them, one is my last save, the other one is an earlier one, where you can use the planes to do that.

lyravega

Jan 14, 2011 8:36 pm

reporter  

DYSON RULES! 2.sav (121,959 bytes)

lyravega

Jan 14, 2011 8:36 pm

reporter  

DYSON RULES! 5.sav (100,791 bytes)

lyravega

Jan 14, 2011 8:37 pm

reporter   ~0008501

Last edited: Jan 14, 2011 8:40 pm

Uploaded the save files. Just go to a planet, destroy some ships and go low-power or avoid range. Go stealth in short. Everything will depart the planet, and you can clean up the rest. DYSON RULES 5 is the one, which I used the very same tactic more or less for all of the planets marked with P0 - P0 means, neutered.

Also, you can see the possible Dyson Behaviour problem on Dyson Rules 5 - 0002426

Chris_McElligottPark

Jan 16, 2011 12:41 am

administrator   ~0008631

Thanks!

* The AI will now more properly react to cloaked ships on its planet; much the same as a human player, it now knows how many ships are there and the general threat at that planet, just not specifically which ships are there or where they are. Actually, in some cases the AI has long known this (same as the AI), but in some critical decision-making logic it was incorrectly barred from that data.

lyravega

Jan 16, 2011 2:04 am

reporter   ~0008656

Neat ^_^ Now I have to find another tactic to... abuse. Blade Spawners maybe? :P

Issue History

Date Modified Username Field Change
Jan 14, 2011 12:19 pm lyravega New Issue
Jan 14, 2011 1:05 pm Red Spot Note Added: 0008474
Jan 14, 2011 2:15 pm TechSY730 Note Added: 0008476
Jan 14, 2011 4:03 pm lyravega Note Added: 0008484
Jan 14, 2011 4:19 pm Chris_McElligottPark Note Added: 0008486
Jan 14, 2011 4:19 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 14, 2011 4:19 pm Chris_McElligottPark Status new => feedback
Jan 14, 2011 4:34 pm Red Spot Note Added: 0008487
Jan 14, 2011 8:34 pm lyravega Note Added: 0008500
Jan 14, 2011 8:34 pm lyravega Status feedback => assigned
Jan 14, 2011 8:36 pm lyravega File Added: DYSON RULES! 2.sav
Jan 14, 2011 8:36 pm lyravega File Added: DYSON RULES! 5.sav
Jan 14, 2011 8:37 pm lyravega Note Added: 0008501
Jan 14, 2011 8:38 pm lyravega Note Edited: 0008501
Jan 14, 2011 8:40 pm lyravega Note Edited: 0008501
Jan 16, 2011 12:41 am Chris_McElligottPark Note Added: 0008631
Jan 16, 2011 12:41 am Chris_McElligottPark Status assigned => resolved
Jan 16, 2011 12:41 am Chris_McElligottPark Fixed in Version => 4.068
Jan 16, 2011 12:41 am Chris_McElligottPark Resolution open => fixed
Jan 16, 2011 2:04 am lyravega Note Added: 0008656
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue