View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006602 | AI War 1 / Classic | Suggestion - Game Mechanics - Endgame Mechanics | Mar 12, 2012 6:43 pm | Mar 14, 2012 1:51 am | |
Reporter | Eternaly_Lost | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.028/5.029 | ||||
Summary | 0006602: Have Super Spire Dreadnoughts grant Invincibility to Spire Fleet Ships, Exogalactic Transceiver, and Human Home Command Stations | ||||
Description | The shear volume of ships needed to have the spire fleet win in some 10/10 games causes the game to crash with out of heap errors as I found to the point that only a few seconds after you load the game it crashes with that. Given that from what I found looking around, it a known bug with large games. A much better fix would be to have the Super Spire Dreadnoughts to grant Invincibility to All Spire Fleet ships, including themselves and the Human Command Station, to make sure that the game can't be lost after they get going. My 10/10 is currently like that, I can't win because there is too many ships 91,357 ships for myself, with about 88,000 of them being Spire Fleet ships from the Exogalactic Transceiver, Another 21196 Zombies and Dyson Gatling Allies and only 6,206 AI ships to counter that (with 1311 of them being either Hunter Killers or Golems...) The game just crashes a few seconds after load with the heap issues. Well it is nice to watch the fighting when it not crashing, I would rather that I could win the game, rather then watch the AI destorying them as they tried to win themselves, when the AI is outgunned to an insane amount, so it decides to crash the game rather then let me win. The reason I included Human Command Stations and the Exogalactic Transceiver, is that it makes sure that you can't lose after the Exo-fleet get in here. It was rather odd to watch a warp counter attack blow up the Home Command Station after a few hours. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Although giving invincibility to spire fleet ships would solve the issues with them having trouble with winning, it does remove that "epic push" towards the AI homeworlds they have to do. You may feel differently, but I like the epic resistance the spire fleet has to put up with, where they can push back the AI, but they still have to fight for it. Giving invincibility to the exo-transiever and all player homes makes sense though. |
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How about having the last two sets of exo-waves (the Exo-receiver under-construction waves, and the exo-receiver constructed waves) not scale as strongly with AI difficulty, or possibly not scale at all with AI difficulty above difficulty 8 or so (aka, if the AI difficulty is >8, then these two waves treat it as if it were 8)? |
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I am all for the Epic Push, but the issue is that the game can't handle some of the cases due to engine limitations. From what I had read, there is no real way to have Heap issues fixed, a game should not become impossible to win due to the engine making it so, not because the AI has too much for you to win. I would be happy if it was a switch( or a non-cheating code that changed the spire fleet to do that) you could set in a menu somewhere, so those cases where the push can't win due to engine limitations, you could just flip it and win that game anyway. |
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Eighty Eight Thousand Spire Fleet Ships? |
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It seems that some cap to the intensity of the final spawns (on both sides) nessecary, similar to what I posted earlier. This does have the unfortunate side effect of having the "final push" on difficulty 10 being no more epic than the "final push" on difficulty 8 or whatever, but rather that than a OutOfMemoryException. |
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Roughly, yes. I did not count them, I took total unit number minus what I had build and that would put about that many of them in the galaxy. It has been running with the Exogalactic Transceiver online for over 8 hours. |
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Or if you want to get really crazy, have even more consilidation. Like super-super dreadnaughts, hyper-dreadnoughts, super-motherships, hyper-motherships, super-hunter-killers, and hyper-hunter-killers This would also give a few ships to the medium and large planetoid exo-types. |
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Hyper-Mothership HP: 2,000,000,000 Armor 2,000,000,000 Engine Health: INF, Regen time 5:00, Ammo: Energy Burst, Attack 100,000,000 x1000 Hull Command-Grade Speed 8 This 'Unit' is in fact a planet that had been converted by the AI into a massive attack unit that was used in it's opening strike against the Spire. This unit is so massive, that conventional weapons can't even damage it. Only the guns carried on the Hyper-Dreadnoughts can even glance it. Although it can be destroyed by a nuke, destroying it will cause both the planet it is on and the neighboring planets to be destroyed. Normally the AI would not even consider the whole Milkway and it neighboring Galaxies worth the attention of even one of these ships, but the Exogalactic Transceiver has it worried. Contains a Core Shield Generator. Not nuke immune, so you do have a way to kill it. :) |
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@Eternaly_Lost Dang, and I thought the Mothership was broken enough. X_x |
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I think the Hyper-Mothership needs to be able to teleport. |
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@Hearteater, Not only that, It should teleport with no paralasis, have powerful forcefields, several *low-tech* motherships attached as turrets, (all with their own turrets and forcefields) |
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Alternatively, you could just insta-win the game when the transceiver finishes, and have the final push be cosmetic. Making the Home invulnerable effectively makes this insta-win anyway, might as well make it official. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 12, 2012 6:43 pm | Eternaly_Lost | New Issue | |
Mar 12, 2012 8:05 pm | TechSY730 | Note Added: 0020781 | |
Mar 12, 2012 8:12 pm | TechSY730 | Note Added: 0020783 | |
Mar 12, 2012 8:20 pm | Eternaly_Lost | Note Added: 0020784 | |
Mar 12, 2012 8:55 pm | keith.lamothe | Note Added: 0020786 | |
Mar 12, 2012 9:08 pm | TechSY730 | Note Added: 0020788 | |
Mar 12, 2012 9:08 pm | Eternaly_Lost | Note Added: 0020789 | |
Mar 12, 2012 9:09 pm | Eternaly_Lost | Note Edited: 0020789 | |
Mar 12, 2012 9:10 pm | Eternaly_Lost | Note Edited: 0020789 | |
Mar 12, 2012 9:10 pm | TechSY730 | Note Added: 0020790 | |
Mar 12, 2012 10:18 pm | Eternaly_Lost | Note Added: 0020796 | |
Mar 12, 2012 11:12 pm | TechSY730 | Note Added: 0020798 | |
Mar 13, 2012 9:45 am | tigersfan | Internal Weight | => Feature Suggestion |
Mar 13, 2012 9:45 am | tigersfan | Status | new => considering |
Mar 13, 2012 11:11 am | Hearteater | Note Added: 0020825 | |
Mar 13, 2012 7:33 pm | Ranakastrasz | Note Added: 0020838 | |
Mar 14, 2012 1:51 am | HTL2001 | Note Added: 0020848 |