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IDProjectCategoryLast Update
0024765AI War 2Note To TestJun 2, 2021 10:01 pm
ReporterZeusAlmighty Assigned To 
Status newResolutionopen 
Product Version2.810 Hotfix for Death 
Summary0024765: Zenith Architrave -- Balance
DescriptionZenith Architrave needs balance input. Please identify:

1) How many ZA, respective intensities, and allotted territory
2) Diff of AI


Need input on specific units as well as balance as a whole

Especially interested in how phasing is working out as well as the Civil wars
TagsNo tags attached.

Activities

Cyborg

May 2, 2021 7:00 pm

reporter   ~0061320

One of my balance suggestions would be, Pioneers need increased time to build
so if they are going to construct a spawner, That should take at least some time where I at least have a chance of killing it
as it is now, I'm running around trying to find the whale, and I just can't get there in time

I think I need more practice with it, as I'm trying to envision how I'm supposed to manipulate all of these factions, So that I can take advantage of them rather than just being victimized by ridiculousness.

As a player, for me to enable a faction, I need carrots and sticks. I just played one where I got 20 golems coming for me like a wrecking ball:
https://bugtracker.arcengames.com/view.php?id=24792

Or, at least, a chance of stopping the wrecking ball before it starts.

Cyborg

May 2, 2021 7:02 pm

reporter   ~0061321

One other suggestion, the Civil War notifier should make it clear on the teams involved.

BadgerBadger

May 2, 2021 9:49 pm

manager   ~0061323

The notification should list all the factions involved already?

BadgerBadger

May 2, 2021 9:50 pm

manager   ~0061324

Last edited: May 2, 2021 9:51 pm

And as for the spawners taking more time to build, you get a big notification for the fact that pioneers are coming, and the ZA takes several rounds of pioneers to be able to hit civil-war size. I don't really know that making spawners take more time is going to help?

Cyborg

May 3, 2021 7:11 pm

reporter   ~0061337

Just my suggestion to put a timer on it. It happens too quickly in my game, where I couldn't find it fast enough and it seems to instantly create the spawner. When I build anything, it takes time.

BadgerBadger

May 3, 2021 7:25 pm

manager   ~0061338

Last edited: May 4, 2021 12:26 pm

I think this is doable. The plan will be that all spawners will take some time to warp in (the same amount for any spawner), and when warping in a spawner that will trigger the civil war, you'll get a notification. How long do you think the warp-in should take?

Edit: I've implemented this. Feedback would be nice.

Strategic Sage

Jun 1, 2021 12:09 am

reporter   ~0061917

FWIW I think the Spawner timer is quite long - at least on intensity 5. Don't know if it changes. I think the notification that the ZA has Pioneers out is plenty of warning for the player. That lets you know that if you don't deal with them, a Spawner is likely to happen. I can see maybe a minute on the Spawner, but right now at several minutes it feels like the only way they are going to expand is if you decide to let them.

ZeusAlmighty

Jun 2, 2021 10:01 pm

manager   ~0061940

The Spawner timer was quite overkill
*ZA Spawners warp in faster across the board, scaling with intensity. They were taking forever to warp in, even at 10

Issue History

Date Modified Username Field Change
Apr 28, 2021 7:45 pm ZeusAlmighty New Issue
May 2, 2021 7:00 pm Cyborg Note Added: 0061320
May 2, 2021 7:02 pm Cyborg Note Added: 0061321
May 2, 2021 9:49 pm BadgerBadger Note Added: 0061323
May 2, 2021 9:50 pm BadgerBadger Note Added: 0061324
May 2, 2021 9:51 pm BadgerBadger Note Edited: 0061324
May 3, 2021 7:11 pm Cyborg Note Added: 0061337
May 3, 2021 7:25 pm BadgerBadger Note Added: 0061338
May 4, 2021 12:26 pm BadgerBadger Note Edited: 0061338
Jun 1, 2021 12:09 am Strategic Sage Note Added: 0061917
Jun 2, 2021 10:01 pm ZeusAlmighty Note Added: 0061940