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IDProjectCategoryLast Update
0000668AI War 1 / ClassicBalance IssueOct 27, 2010 12:14 pm
ReporterDazio Assigned Tokeith.lamothe  
Severityminor 
Status resolvedResolutionfixed 
Product Version3.906 
Summary0000668: [3.9096] Roaming Enclaves spawn too many ships (Redux)
DescriptionSee my new post below for a better report of this.


Old report:

With the consolation of the turrets into fewer, more powerful structures, a roaming enclaves showing up and spawning 1000 younglings is simply too many, at least in the early game.

Yes, the younglings still die pretty easily, but with the fewer, more powerful shots the new turrets put out they are simply getting swamped.

I'm not calling for them to being reduced to only spawning a few ships but they do have to come down from 1000.

Actually, are the roaming enclaves affected by the ship cap? If they aren't, that might be the fix there instead.
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keith.lamothe

Oct 17, 2010 9:36 pm

administrator   ~0001167

I put in code to make them scale with the ship cap scale, but perhaps it didn't work properly.

Can you post a save from before the spawn? If not that's ok, but that would make it a lot faster.

Dazio

Oct 17, 2010 11:44 pm

reporter   ~0001168

Last edited: Oct 17, 2010 11:45 pm

Attached is my most recent save from the game in question. Not sure how long it is before the preservation wardens in question spawn.

Note that I'm playing with normal ship caps (Mk I = 98 ships) but the wardens are still spawning 1000 ships from the pre-unity Mk I =198 ships cap.

I don't know if changing the ship cap changes the spawn numbers, I've only played on Normal ship cap since that was implemented.

Dazio

Oct 17, 2010 11:45 pm

reporter  

a8.sav (224,679 bytes)

Dazio

Oct 17, 2010 11:52 pm

reporter   ~0001169

Wow.

Maybe I should check these things more, anywhere I put preservation wardens, substitute roaming enclaves.

I do have wardens also enabled in this game, but roaming enclaves are actually what I'm talking about in this bug report.

Draco18s

Oct 18, 2010 12:22 am

developer   ~0001171

Dazio: that's why there's an edit button. ;)

orzelek

Oct 18, 2010 3:31 am

reporter   ~0001173

In my game one friendly neinzul enclave cleaned up mk II planet of turtle = 5 guardians on wh's. It seemed to be able to spawn two waves of younglings with some time separation (first was at about 25% or so hp from attrition when second jumped out).

keith.lamothe

Oct 20, 2010 4:10 pm

administrator   ~0001585

Dazio, I loaded your save and ran it on turbo, and was slaughtered by hybrids without seeing any roaming enclave spawns.

Or were the ones you saw attacking the AI?

Dazio

Oct 24, 2010 2:02 pm

reporter   ~0002042

Okay.

I just saw this again and will make a more coherent report this time.

See the attached Enclave.sav for my current setup.

Fast forward to about 00:49:35 and the enclave will warp into my home system from Revban.

I am currently building up my forces to take Revban but that's going to trigger the special forces alarm on Discu so I'm just sitting around in build mode.

This means I have my entire ship cap of Mk I's on the Revban warp point to defend so this isn't a case of me getting caught out of position.

The enclave mechanic itself is fine, this is the first enclave I've seen and it's at the 49 minute mark but there are two balance issues I see.

1) Number of ships. I'm playing on Normal ship cap (98) and the Enclave spawned 1000 ships, this is what was seen in SlimDX with the high ship cap (198). I haven't looked at the younglings stats but I'm assuming the ships spawned by the enclave are the Normal ship cap ships, not the High ship cap ships with the weaker stats.

2) Mark level. The younglings spawned by the Enclave were all Mk III, I'm still Mk I on all my stuff. I'm 49 minutes in and still bottomed out on both metal and crystal so I haven't started on the more expensive Mk II stuff yet, let alone Mk III stuff.

The enclave as it just attacked me would be fine in a late game scenario I think, it would probably knock out a system or two but late game you have the bigger fleet, higher mark levels and more systems to buffer your home system.

Where I am in the game at the moment, even if this had come at me from the other side, and so gone through a captured system giving me more time, I still would have gotten flattened.

The enclave throws 1000 Mk III younglings in my face, my *entire* fleet at this point is 790 ships, including scouts/turrets/etc. and they are all Mk I. I haven't been doing nothing either, both my metal and crystal are bottomed out so I can't build any more then I already have.

I'm not sure what scaling mechanic the enclaves are supposed to use (from the discussions when they were introduced) but it looks like to me the enclaves are going straight to their late-game max power versions, not scaling up as the game progresses.

Dazio

Oct 24, 2010 2:03 pm

reporter  

Enclave.sav (245,121 bytes)

keith.lamothe

Oct 24, 2010 2:49 pm

administrator   ~0002046

Ok, thanks for the details, I'll look at this tomorrow.

It's really not supposed to spawn _that_ many of them ;)

KDR_11k

Oct 24, 2010 4:02 pm

reporter   ~0002056

Yeah, getting rolled by 1000 Mk3 younglings when you're only 1.5 hours in is a bit nasty.

keith.lamothe

Oct 24, 2010 4:05 pm

administrator   ~0002057

That's nothing compared to how Hybrids were at first ;)

Draco18s

Oct 24, 2010 5:52 pm

developer   ~0002062

Oh my god, Hyrbids. Those things were so nasty.

Dazio

Oct 24, 2010 8:58 pm

reporter   ~0002073

Well, it *is* possible to survive an Enclave attack in 3.906!

All it requires is building 5 forts in your home system, forting up with defences massively in all 3 of your systems and for the enclave to attack one of your captured systems instead of your home system directly so you have more time.

Even then you lose both captured systems totally and are left with pretty much everything in your home system destroyed except your forts, your home command station and a few random fleet ships.

None of the younglings have a bonus against the command station it seems, it survive taking a few hits while my forts cleaned up.

orzelek

Oct 24, 2010 9:04 pm

reporter   ~0002076

I survived more than one already. The key seemed to be having a fleet around - that Mk III younglings I get are slow with killing fighters and bombers which means that having enough of these gives you time to survive until younglings die by themselves (and all turrets plus most of frigates and space tanks end up dead...).

Moonshine Fox

Oct 25, 2010 10:10 am

reporter   ~0002100

Hybrids were absolutely terrible in the Unity beta when they were implemented. One spawning every 23 seconds was a bit too much xD

keith.lamothe

Oct 25, 2010 10:42 am

administrator   ~0002102

Ok, I found the bug, or at least a bug that would have caused this problem; testing...

keith.lamothe

Oct 25, 2010 11:10 am

administrator   ~0002103

In for 3.907:

* Fixed bug that was preventing various abstracted-factory units (like Neinzul Roaming Enclaves) from scaling properly with the unit cap.

* Added a "grace period" where the counters for roaming enclaves and preservation wardens don't start counting up until a certain time has elapsed. Currently it's 20 minutes * (10 - AI Difficulty) for the roaming enclaves, and the same (except 15 instead of 20) for the wardens. So for Diff 7 that's 1 hour, and 45 minutes, respectively.


Anyway, I'm thinking this should make it ok; it's still a bit rough if:
1) The first roaming enclave spawns on the low end of its random interval.
2) AND it's an AI-Ally enclave.

500 mkIII units hitting you at 1:45:00 (or thereabouts) isn't friendly, but it's not so bad as 1000 hitting you at 0:45:00.

For what it's worth, when I loaded the Enclave.sav case with the ship caps fixed, your defenses successfully repelled those 500 without my intervention. Took a while though.

Anyway, when 3.907 is pushed out, please let me know if you have further feedback :)

keith.lamothe

Oct 27, 2010 12:14 pm

administrator   ~0002223

Since this issue has been presumed fixed pending feedback for a while now, I'm optimistically marking this resolved :)

Issue History

Date Modified Username Field Change
Oct 17, 2010 1:54 pm Dazio New Issue
Oct 17, 2010 9:36 pm keith.lamothe Note Added: 0001167
Oct 17, 2010 9:36 pm keith.lamothe Assigned To => keith.lamothe
Oct 17, 2010 9:36 pm keith.lamothe Status new => assigned
Oct 17, 2010 11:44 pm Dazio Note Added: 0001168
Oct 17, 2010 11:45 pm Dazio File Added: a8.sav
Oct 17, 2010 11:45 pm Dazio Note Edited: 0001168
Oct 17, 2010 11:52 pm Dazio Note Added: 0001169
Oct 18, 2010 12:22 am Draco18s Summary [3.717] Preservation Wardens spawn too many ships. => [3.717] Roaming Enclaves spawn too many ships.
Oct 18, 2010 12:22 am Draco18s Description Updated
Oct 18, 2010 12:22 am Draco18s Note Added: 0001171
Oct 18, 2010 3:31 am orzelek Note Added: 0001173
Oct 20, 2010 4:10 pm keith.lamothe Note Added: 0001585
Oct 20, 2010 4:10 pm keith.lamothe Status assigned => feedback
Oct 24, 2010 2:02 pm Dazio Note Added: 0002042
Oct 24, 2010 2:02 pm Dazio Status feedback => assigned
Oct 24, 2010 2:03 pm Dazio File Added: Enclave.sav
Oct 24, 2010 2:04 pm Dazio Product Version 3.717 => 3.906
Oct 24, 2010 2:04 pm Dazio Summary [3.717] Roaming Enclaves spawn too many ships. => [3.9096] Roaming Enclaves spawn too many ships (Redux)
Oct 24, 2010 2:04 pm Dazio Description Updated
Oct 24, 2010 2:49 pm keith.lamothe Note Added: 0002046
Oct 24, 2010 4:02 pm KDR_11k Note Added: 0002056
Oct 24, 2010 4:05 pm keith.lamothe Note Added: 0002057
Oct 24, 2010 5:52 pm Draco18s Note Added: 0002062
Oct 24, 2010 8:58 pm Dazio Note Added: 0002073
Oct 24, 2010 9:04 pm orzelek Note Added: 0002076
Oct 25, 2010 10:10 am Moonshine Fox Note Added: 0002100
Oct 25, 2010 10:42 am keith.lamothe Note Added: 0002102
Oct 25, 2010 11:10 am keith.lamothe Note Added: 0002103
Oct 25, 2010 11:10 am keith.lamothe Status assigned => feedback
Oct 27, 2010 12:14 pm keith.lamothe Note Added: 0002223
Oct 27, 2010 12:14 pm keith.lamothe Status feedback => resolved
Oct 27, 2010 12:14 pm keith.lamothe Resolution open => fixed
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue