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IDProjectCategoryLast Update
0024717AI War 2Gameplay IssueApr 21, 2021 11:31 am
Reportermahisev350 Assigned ToBadgerBadger  
Severityminor 
Status resolvedResolutionfixed 
Product Version2.803 Multiplayer Option Overload 
Fixed in Version2.805 Relentless On Several Levels 
Summary0024717: Friendly Marauders AIP gain loop and settings description
DescriptionStarted a campaign with a human-allied, friendly Marauder faction for the first time, against a level 7 AI.
Two issues have crept up now after 30 hours into it.

1) The hostile AI likes to build a Black Hole generator, Troop Acclerator or other buildings in systems that I just mopped up with my fleets down to the Command Station and Warp Gate, but no other defences.
There are even systems with 2 Black Hole Generators and a Troop Accelerator and nothing else.
The friendly Marauders in turn love to invade those basically undefended systems and expand into them, which makes sense I suppose since the AI strength is almost zero in those.
The first thing they do is kill the BHGs and TAs, which each give me +5 AIP every time.
In turn the hostile AI steamrolls up the friendly Maurauders with Exogalactic ships, and builds more BHGs and TAs later.
Once the Exogalactic ships leave, the friendly Maurauders again try to take the system, and again destroy the BHGs and TAs for more AIP, and so on.

2) Now I am aware the is a button in the campaign settings that turns off AIP gain for allies, but it literally says:
"Allied factions like Marauders generate AIP when they *TAKE* planets, since *YOU CAN ALSO USE THOSE PLANETS*.
Perfect for ... 'Allied factions destroy command station' "
I left the setting 'Generate AIP' setting ON and the 'Allied factions destroy command station' OFF which is default,
thinking the first doesn't matter since my allied Marauders can't invade planets on their own anway because of that second option.
But they spread with their outposts into every planet that I pass with my fleets and build their outposts while leaving the hostile AI warp gates for me to worry about.
And I can't really use those planets like the description says since I still would need to kill the warp gates and command stations first before being able to utilize anyting in there.

So my suggestion is to clarify or even amend the options in the 'Allies' section of the campaign settings.
Thanks for your time and an otherwise lovely game.
TagsNo tags attached.

Activities

BadgerBadger

Apr 20, 2021 9:26 pm

manager   ~0061178

Is there a zenith trader in this game? The AI can't actually build things like BHGs or TAs after the game starts, so I would assume they are getting those from the Zenith Trader. If so then those units shouldn't be giving AIP.

BadgerBadger

Apr 20, 2021 9:34 pm

manager   ~0061179

Otherwise I've improved the text of these descriptions

mahisev350

Apr 20, 2021 10:48 pm

reporter   ~0061180

Actually there are 2 traders, that would explain the massive amounts of BHGs and TAs, and maybe even all these Orbital Mass Drivers, Ion and Plasma Eyes?
I wasn't aware the trader is selling those, from the Zenith Trader faction description of the campaign settings I assumed the AI is able to buy the same things I can, namely 2 Shield Generators, 2 Abberations, 2 Abominations, etc.

BadgerBadger

Apr 20, 2021 10:54 pm

manager   ~0061181

Last edited: Apr 20, 2021 11:05 pm

The ZT sells different stuff to the AI. The AI is allowed to buy all the things you mention as seeing a lot of and some others as well if I recall. Basically, it gets access to more of some of it's nasty extra planetary defenses.

But the new units the ZT sells to the AI should not increase AIP, so if you are seeing this then it's a bug.

mahisev350

Apr 20, 2021 11:11 pm

reporter   ~0061182

Ahhhh looks like my intention of doubling the chance of a Trader visiting a planet that I want to reinforce had some unexpected side effects then :)

mahisev350

Apr 20, 2021 11:41 pm

reporter   ~0061183

Alright I just looked into my save again, my apologies, the newly spawned BHGs *DON'T* indicate an AIP increase on death in their description, unlike the ones destroyed by my allied Marauders, so the Traders are giving the AI the correct AIP-less type as far as I can tell.
I suppose I got confused with all these special building types spawning all over the place, as far as I can tell the names and descriptions of normal and AIP-less Trader versions are identical except for the AIP warning.
The friendly Marauders also behaving very differently than I expected and gaining me AIP added to the confusion.

Thank you for the quick responses, consider the matter done! :)

BadgerBadger

Apr 20, 2021 11:51 pm

manager   ~0061184

Great! Let me know if the new descriptions on the settings improve things.

BadgerBadger

Apr 21, 2021 11:31 am

manager   ~0061188

Also, I'm putting a flair on defensive structures built by the ZT to make it easy to differentiate them

Issue History

Date Modified Username Field Change
Apr 20, 2021 8:50 pm mahisev350 New Issue
Apr 20, 2021 9:26 pm BadgerBadger Note Added: 0061178
Apr 20, 2021 9:34 pm BadgerBadger Note Added: 0061179
Apr 20, 2021 10:48 pm mahisev350 Note Added: 0061180
Apr 20, 2021 10:54 pm BadgerBadger Note Added: 0061181
Apr 20, 2021 11:05 pm BadgerBadger Note Edited: 0061181
Apr 20, 2021 11:11 pm mahisev350 Note Added: 0061182
Apr 20, 2021 11:41 pm mahisev350 Note Added: 0061183
Apr 20, 2021 11:51 pm BadgerBadger Note Added: 0061184
Apr 20, 2021 11:51 pm BadgerBadger Assigned To => BadgerBadger
Apr 20, 2021 11:51 pm BadgerBadger Status new => resolved
Apr 20, 2021 11:51 pm BadgerBadger Resolution open => fixed
Apr 20, 2021 11:51 pm BadgerBadger Fixed in Version => 2.805 Relentless On Several Levels
Apr 21, 2021 11:31 am BadgerBadger Note Added: 0061188