View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0025765 | AI War 2 | Suggestion | Nov 2, 2021 1:22 pm | Mar 27, 2022 2:41 pm | |
Reporter | tadrinth | Assigned To | |||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 3.742 "Classic Map" For DLC1 | ||||
Fixed in Version | 4.009 Architrave Taming | ||||
Summary | 0025765: Idea: 'Panopticon' AI Type with eyes on every planet | ||||
Description | Had the idea for an AI type with an AI Eye on every planet, to really force you to learn how to deal with them. | ||||
Tags | No tags attached. | ||||
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I could imagine "extra AI Eyes" but on every planet?! Also, there would need to be more eyes I think, otherwise it would be repetitive |
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I mean it doesn't have to be every planet, but presumably if that's this particular AI's schtick then it should probably have one on every planet by diff 10. It can just have 'a lot more eyes than usual' on lower marks. Probably the very-low-mark planets seeded right next to the player should either not have eyes or have the least painful eyes. I think there's enough variation in planets already that it would be an interesting and different opponent even with just the few eye types in game already. There's a lot of crazy stuff in there, and it all becomes a lot harder when you have to use small raids for everything. Imagine trying to fight the Scourge on this map. More eyes would definitely be better. I don't necessarily want this AI type to have unusually painful eyes (plasma eyes are more than painful enough already). If anything, it should get some special eyes that are less painful, so that it's not too bad to have them all over. I don't remember what Eyes are in the game currently. AIWC had a Threat Eye which spawned ships when activated, which was nice in that once it spawned enough ships, the Eye would shut back down automatically. Also Raid Eyes, which launched waves at adjacent planets, which at least didn't nuke your fleet if you set it off by accident (though the wave might come kill you if it was strong enough). Many of the other AIWC eyes could be countered by bringing only ships that were immune to those effects (this worked on ion, translocating, and parasite eyes. not sure if there was a mass driver/sabot eye). I don't think it would be hard to add Sabot, Tachyon, and Gravity eyes just via XML. Raid and Threat Eyes would be trickier but I think they're doable as well with the updates to the 'PeriodicSpawn' mechanic to support Brutal Guardian Lairs. Or the active Threat Eye could use build_points_per_second to repeatedly build a miniature Brutal Carrier Guardian with 1hp. |
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Turns out this is doable via XML mods, and I have created Tachyon, Sabot, and Gravity eyes along with the Panopticon type. I'll uh, test it out and report back if it's fun. |
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Oooh, that sounds cool that you've done that as a mod! If it's fun, I'd love to bundle that into DLC1 or something, with credit to you. Not sure which category of difficulty it should go in. |
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I asked in the discord and the response I got was "well, there's no 'Aggravating' category, so put it in 'Hard'." |
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Ahahahahahahahaha. That's awesome. I guess Brutal is probably the Aggravating category... |
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This can be resolved, I added the Panopticon type. |
Date Modified | Username | Field | Change |
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Nov 2, 2021 1:22 pm | tadrinth | New Issue | |
Nov 2, 2021 1:27 pm | BadgerBadger | Note Added: 0063146 | |
Nov 2, 2021 2:29 pm | tadrinth | Note Added: 0063149 | |
Nov 4, 2021 2:03 am | tadrinth | Note Added: 0063187 | |
Nov 8, 2021 4:58 pm | Chris_McElligottPark | Note Added: 0063262 | |
Nov 8, 2021 5:08 pm | tadrinth | Note Added: 0063263 | |
Nov 8, 2021 6:16 pm | Chris_McElligottPark | Note Added: 0063264 | |
Mar 27, 2022 2:39 pm | tadrinth | Note Added: 0065608 | |
Mar 27, 2022 2:41 pm | BadgerBadger | Status | new => resolved |
Mar 27, 2022 2:41 pm | BadgerBadger | Resolution | open => fixed |
Mar 27, 2022 2:41 pm | BadgerBadger | Fixed in Version | => 4.009 Architrave Taming |