View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0027478 | AI War 2 | Gameplay Issue | Jun 22, 2022 12:11 pm | Nov 9, 2022 4:21 pm | |
Reporter | Dismiss | Assigned To | StarKelp | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.500 Classic Fusion, And A Megaton Otherwise | ||||
Fixed in Version | 5.524 StarKelp's Return | ||||
Summary | 0027478: Migrant Fleet power evaluation by AI seems off, causes early exo strikes against humanity. | ||||
Description | Player power is 0.51 and i didn't really expect to see exo strike units spawned against me this game at all, much less with a fleet strength of 0000217:0000200. Turns out that there are about 4 migrant fleet ships in the whole galaxy, no where near my territory, and that is estimated to be worth 0.24 power, half the value of my fleet? 1. It just seems high in general given the str value of the migrant ships. 2. Migrants not in my space should not count at all or at least a lot less. | ||||
Tags | No tags attached. | ||||
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The power level of migrant fleets is based partly on how many migrant fleets have spawned, whether they've been saved or not. I suspect this is because the mark level and number of clanlings spawned when a fleet warps out is based on that. So, the potential power represented by migrant fleets does increase, even if you aren't taking advantage of that. |
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One has to also mention that it is an Expert mode save with the doubled AI Exowar responsiveness here. |
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So yea I think 1. every immigration wave that happens increases permanent power level, as it is reported. 2. the individual power level an immigrant wanderer ship has, is way higher than the 3 str demands. If you do rescue some and they die, still counts. If you do rescue some and get clanlings, those count extra. If you don't rescue some at all and they die, still counts. At least that is my reading of the code. |
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Calculation reworked to be far more forgiving until you manage to build up a proper Clanling force. Migrants themselves have no impact on Power Level anymore. Lore wise it made sense, Gameplay wise it felt kinda bad. |
Date Modified | Username | Field | Change |
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Jun 22, 2022 12:11 pm | Dismiss | New Issue | |
Jun 22, 2022 12:11 pm | Dismiss | File Added: image.png | |
Jun 22, 2022 12:11 pm | Dismiss | File Added: image-2.png | |
Jun 22, 2022 12:11 pm | Dismiss | File Added: migrant_strength.save | |
Jun 22, 2022 12:21 pm | tom.prince | Note Added: 0067028 | |
Jun 22, 2022 12:35 pm | CRCGamer | Note Added: 0067029 | |
Jun 22, 2022 8:31 pm | Dismiss | Note Added: 0067031 | |
Jun 22, 2022 8:54 pm | BadgerBadger | Assigned To | => StarKelp |
Jun 22, 2022 8:54 pm | BadgerBadger | Status | new => assigned |
Nov 9, 2022 4:21 pm | StarKelp | Status | assigned => resolved |
Nov 9, 2022 4:21 pm | StarKelp | Resolution | open => fixed |
Nov 9, 2022 4:21 pm | StarKelp | Fixed in Version | => 5.524 StarKelp's Return |
Nov 9, 2022 4:21 pm | StarKelp | Note Added: 0067326 |