View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024427 | AI War 2 | Bug - Gameplay | Feb 14, 2021 9:53 pm | Feb 23, 2021 3:56 pm | |
Reporter | vinco | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.734 Bugfixes | ||||
Summary | 0024427: Lack of Spire relic chace pursuit waves | ||||
Description | In the attached game, Two humans sharing one faction. 2x diff 6 AI's. 1x intensity 5 spire. The pursuit waves didn't seem to trigger on the relic chase. Did two of them, and neither seemed to get a substantial chase fleet. There were a few minor errors captured in the log. All seemed ignorable and not related to the chase waves. Log attached for reference anyway. | ||||
Tags | No tags attached. | ||||
related to | 0024472 | resolved | Chris_McElligottPark | Spire relic reaction too intense. |
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I think I was hearing that these are now producing quite a response. Are you seeing them happen now? |
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I like to add that they might be giving too much of a response in higher difficulties. At Intensity 5, it's playable. Intensity 7 had me facing down fleets triple my size and stalemated the game until the hunter fleet can gather enough extragalactics to completely demolish whatever defences I built up. Clever of the AI, but kinda wish they attacked directly instead of gathering and waiting like a hunter fleet like with the tsunami CPA. That would give players a chance to thin out enough of the extragalactics to start taking systems and relics again because currently it feels like an endless waves of golems. |
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Hmm, this may be related to how many hacks you have done. With the new tuning in the next build, you will have a lot fewer hacks to do... but then again still many hacking points. It's hard to know exactly how that's going to play out in the next build. |
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It might help then to not chain the exogalactic strike force strength in the spire to the hacking intensity but rather to how many spire relics you have overall? According to the wiki, if you destroy a relic the exogalactics should back off and even leave the system. I can see this being an issue is the amount of hacks was based off of the old system where you had one hack per planet pretty much vs the 3 or 4 now. When searching for the spire relic when its at an unknown location, would it be better to have its own separate counter/budget based off of how many "looking for relic" hack youve done? And then have the budget or counter reset when you do find one. |
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Exogalactics never back off... Which wiki were you looking at? |
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The official wiki, it said that it was possible to scrap relics before they arrive to take the heat off of you. I'm going to give the spire campaign another try later on when I get the chance. |
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When you scrap the relic it just means no more ships will spawn. Under those circumstances I believe any exos in flight will just join the Threat (and then Hunter) so they'll definitely still come after you. |
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Actually, it looks like this is not based on a hacking response at all, but just how many relics you've captured and what the AIP is. The higher the AIP, the more intense this will be. Relevant code: Int aipAdjustedIncome = (FactionUtilityMethods.GetCurrentAIP() / 10) * Difficulty.ExoIncomePer10AIP; FInt multiplier = Difficulty.ExoIncomeMultiplierPerCity * GlobalData.NumRelicsCaptured; FInt change = (Difficulty.BaseExoIncome + aipAdjustedIncome) * (multiplier); |
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Marking this one as resolved, in favor of continuing a discussion in 0024472. Thanks! |
Date Modified | Username | Field | Change |
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Feb 14, 2021 9:53 pm | vinco | New Issue | |
Feb 14, 2021 9:53 pm | vinco | File Added: VNbeta.rar | |
Feb 14, 2021 9:53 pm | vinco | File Added: ArcenDebugLog.txt | |
Feb 20, 2021 2:45 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 20, 2021 2:45 pm | Chris_McElligottPark | Status | new => feedback |
Feb 20, 2021 2:45 pm | Chris_McElligottPark | Note Added: 0060582 | |
Feb 22, 2021 6:26 am | Zweihand | Note Added: 0060596 | |
Feb 22, 2021 7:39 pm | Chris_McElligottPark | Note Added: 0060600 | |
Feb 23, 2021 12:26 am | Zweihand | Note Added: 0060604 | |
Feb 23, 2021 11:02 am | BadgerBadger | Note Added: 0060607 | |
Feb 23, 2021 12:38 pm | Zweihand | Note Added: 0060610 | |
Feb 23, 2021 1:30 pm | BadgerBadger | Note Added: 0060613 | |
Feb 23, 2021 3:52 pm | Chris_McElligottPark | Note Added: 0060620 | |
Feb 23, 2021 3:56 pm | Chris_McElligottPark | Status | feedback => resolved |
Feb 23, 2021 3:56 pm | Chris_McElligottPark | Resolution | open => fixed |
Feb 23, 2021 3:56 pm | Chris_McElligottPark | Note Added: 0060622 | |
Feb 23, 2021 3:56 pm | Chris_McElligottPark | Relationship added | related to 0024472 |