View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002433 | AI War 1 / Classic | Balance Issue | Jan 14, 2011 12:19 pm | Jan 16, 2011 2:04 am | |
Reporter | lyravega | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 4.068 | ||||
Summary | 0002433: Anger issue | ||||
Description | If 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. | ||||
Tags | No tags attached. | ||||
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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. |
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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. |
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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. |
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Do you have a save that can be used to demonstrate this? |
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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. |
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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. |
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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 |
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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. |
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Neat ^_^ Now I have to find another tactic to... abuse. Blade Spawners maybe? :P |
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 |