View Issue Details

IDProjectCategoryLast Update
0002969AI War 1 / ClassicBug - OtherMar 23, 2011 11:24 am
ReporterArcDM Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version5.002 
Fixed in Version5.007 
Summary0002969: Dyson Sphere an Over Powered Ally
DescriptionOnce befriending a Dyson Sphere (and your planets are connected to it) it will flood your planets with Dyson Gatlings continuously thus making a very effective defense for those planets (you wont need turrets for most of them), numbering through the hundreds given time. This effect is magnified by having several friendly wormholes that are cross planet from each other (like hubs). At no time will the Gatling enter a hostile or neutral wormhole (ironically, that means they refuse to reenter the planet the Dyson Sphere is on).

My proposed solution it to give the Gatlings a random chance to enter those hostile or neutral wormhole.
TagsNo tags attached.
Internal Weight

Relationships

related to 0002719 resolvedChris_McElligottPark Allow zombies, Dyson gattlings, human resistance ships, and other patrolling ships to aid attacks 
related to 0002764 closedChris_McElligottPark Dyson gatling spam 

Activities

KDR_11k

Feb 28, 2011 1:26 pm

reporter   ~0010832

Also since I know you guys are huge fans of optimization that generates a big CPU load.

BobTheJanitor

Feb 28, 2011 2:36 pm

reporter   ~0010833

I'm not in favor of them randomly entering and alerting/freeing ships on AI planets. But there's a lot of discussion about this here: http://www.arcengames.com/forums/index.php/topic,8180.0.html so I won't rehash it. I am in favor of some change that makes them less of an overpowered guard force and less of a CPU drain in late games, but this particular solution doesn't appeal to me.

ArcDM

Feb 28, 2011 2:45 pm

reporter   ~0010834

As far as I remember, minor faction are not supposed to alert, free, nor cause threat.

Chris_McElligottPark

Mar 23, 2011 11:24 am

administrator   ~0011335

Hopefully this should do it, you're right:

* Previously, allied minor faction and zombie ships would just patrol around player planets endlessly, which was helpful for defense, but problematic for two reasons: first, that it could cause massive amounts of slowdown after many hours of them stacking up, and second, that it could cause massive buildups of AI stalkers, who never dare to attack the planets with so many defenders, which leads to something akin to stalemate situations.
** Thus the allied minor faction and zombie logic has been adjusted as follows:
*** Neutral planets are now considered the same as allied planets, and the ships will patrol to them like any others.
*** If there are more than about 100 of AI threat ships on an adjacent planet, the ships will also patrol to that planet to clean them off.
*** If the human-allied team has more than a token military force (more than about 10 ships) on a planet, then these ships will patrol to there, to help aid in that attack.
**** This allows for small raids to still happen with raid starships or whatever without assistance from these minor factions, but it enlists their help for larger-scale engagements.

Issue History

Date Modified Username Field Change
Feb 27, 2011 4:28 pm ArcDM New Issue
Feb 27, 2011 5:20 pm TechSY730 Relationship added related to 0002719
Feb 28, 2011 1:26 pm KDR_11k Note Added: 0010832
Feb 28, 2011 2:36 pm BobTheJanitor Note Added: 0010833
Feb 28, 2011 2:45 pm ArcDM Note Added: 0010834
Mar 23, 2011 11:12 am Chris_McElligottPark Relationship added related to 0002764
Mar 23, 2011 11:24 am Chris_McElligottPark Note Added: 0011335
Mar 23, 2011 11:24 am Chris_McElligottPark Status new => resolved
Mar 23, 2011 11:24 am Chris_McElligottPark Fixed in Version => 5.007
Mar 23, 2011 11:24 am Chris_McElligottPark Resolution open => fixed
Mar 23, 2011 11:24 am Chris_McElligottPark Assigned To => Chris_McElligottPark