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IDProjectCategoryLast Update
0000684AI War 1 / ClassicBug - OtherOct 19, 2010 1:55 pm
ReporterToll Assigned ToChris_McElligottPark  
Severitymajor 
Status resolvedResolutionfixed 
Product Version3.717 
Fixed in Version3.718 
Summary0000684: Still too many guardians
DescriptionThe correct amount of guardians (2) spawn at command stations and guard posts, but I've noticed that, in general, there are four guardians per wormhole (excluding the tachyon guardian; so five including that one).
TagsNo tags attached.
Internal Weight

Relationships

related to 0000569 resolvedChris_McElligottPark AI Artillery Guardians - Too hard? 

Activities

Toll

Oct 18, 2010 10:31 am

reporter   ~0001183

I know this was filed earlier, but I can't seem to find that one...

Chris_McElligottPark

Oct 18, 2010 10:35 am

administrator   ~0001184

Here are the guardian rules:

1. There is usually an extra tachyon guardian per wormhole

2. Some wormholes have more than one wormhole guard post at them, which give them more guardians as well as more extra ships:
- 1 extra wormhole guard posts per wormhole for the turtle AI types.
- 1 extra wormhole guard posts per wormhole for being on diff 8 or higher.
- back down to 1 wormhole guard post pr wormhole for the really aggressive types.
- 3 extra wormhole guard posts per wormhole for being a home planet.
- 1 extra wormhole guard posts per wormhole for the adjacent-to-home planets.



Does that match what you're seeing?

Toll

Oct 18, 2010 10:39 am

reporter   ~0001186

Nope;
- I got two shield ninnies as opponents (through random selection).
- Playing difficulty 5
- The planets are directly adjacent to my own, and applies to all scouted planets (that I've noticed).

Also, I just noticed one wormhole that has six guardians on it (four raiders, one artillery and one flak). Not all wormholes with extra guardians have raiders though, or I would've suspected that one.

Chris_McElligottPark

Oct 18, 2010 10:41 am

administrator   ~0001187

Shield Ninny and Gravity Driller both count as turtle-type AIs, so that sounds right. I need to update the tooltips for a lot of these.

Toll

Oct 18, 2010 10:49 am

reporter   ~0001188

Ah. It doesn't cover the clump of six guardians though... Although that might be that planet being bugged; I just noticed it had four guardians at one of the guard posts (A Spire Shield Sphere Guard Post, in case it matters). And one of the wormholes on that planet had seven guardians as well... Hmm.

Toll

Oct 18, 2010 10:51 am

reporter   ~0001189

Interesting; that planet has guardians from both AI players, whereas the other planets seem to only have guardians from one of them. Could that be it?

Chris_McElligottPark

Oct 18, 2010 10:52 am

administrator   ~0001190

It DOES cover the clump of size 6. Rather than there being one wormhole guard post there, it has 3. It doesn't cover the clump of shield guard post having too many, though....

Chris_McElligottPark

Oct 18, 2010 10:52 am

administrator   ~0001191

Oh, that is interesting. I'll see what I can find on that.

Chris_McElligottPark

Oct 18, 2010 7:34 pm

administrator   ~0001212

* If a guard post has more than two guardians assigned to it, it will automatically prune down to two guardians. This is a safety measure just in case something happens with the normal logic for making sure that guardians don't get too plentiful per-guard-post.
** Note that there is a single "freebie" tachyon guardian at every AI-controlled wormhole that is not guarding any of the guard posts, and which therefore doesn't count.

Toll

Oct 19, 2010 9:17 am

reporter   ~0001302

Last edited: Oct 19, 2010 10:32 am

I just noticed another issue... From the release-notes of 3.715: "During each reinforcement of a planet, the AI is now allowed to add a single guardian to either the command station or one of the guard posts. It is only allowed to add a single guardian per reinforcement, and the command station or guard post in question can't already have two guardians at it. If the AI is unable to add a guardian, it does not get any recompense". I just noticd the AI spawning two guardians at each guard post that could be reinforced; one belonging to AI 1 and one belonging to AI 2. Since I had cleared three guardposts of guardians already, this meant six new guardians at that specific planet. Interestingly, four of the six were artillery guardians...

This was in the same game (i.e. vs two shield ninnies), so I'm not sure if that can be the reason for the discrepancy here.

Chris_McElligottPark

Oct 19, 2010 10:58 am

administrator   ~0001304

Each ai player gets a number of reinforcement points, so I suspect thatis what is going on. If you're at a planet beating it up, they're both inclined to spend more reinforcement points there, usually. But the only get one guardian each per reinforcement point, I should say.

Toll

Oct 19, 2010 11:13 am

reporter   ~0001305

Well, due to the random nature of the reinforcement cycle, I can't reproduce it reliably, unfortunately... Might be something to keep an eye out for though.

Chris_McElligottPark

Oct 19, 2010 1:47 pm

administrator   ~0001314

It did feel a bit funny. For the next one:

* When there are multiple reinforcements happening at once due to golems or simply spending more than one reinforcement point at a time, the guardians will now only get reinforced a single time. However, if both AIs spend reinforcement points at that planet, then you could still see two guardians showing up near the same time.

Toll

Oct 19, 2010 1:54 pm

reporter   ~0001318

Sounds good!

Just to clarify though: It is intended behaviour that both AIs send guardians to the guard posts, and not just the AI that owns the guardpost?

Chris_McElligottPark

Oct 19, 2010 1:55 pm

administrator   ~0001320

Yep.

Issue History

Date Modified Username Field Change
Oct 18, 2010 10:30 am Toll New Issue
Oct 18, 2010 10:31 am Toll Note Added: 0001183
Oct 18, 2010 10:34 am Chris_McElligottPark Relationship added related to 0000569
Oct 18, 2010 10:35 am Chris_McElligottPark Note Added: 0001184
Oct 18, 2010 10:39 am Toll Note Added: 0001186
Oct 18, 2010 10:41 am Chris_McElligottPark Note Added: 0001187
Oct 18, 2010 10:49 am Toll Note Added: 0001188
Oct 18, 2010 10:51 am Toll Note Added: 0001189
Oct 18, 2010 10:52 am Chris_McElligottPark Note Added: 0001190
Oct 18, 2010 10:52 am Chris_McElligottPark Note Added: 0001191
Oct 18, 2010 7:34 pm Chris_McElligottPark Note Added: 0001212
Oct 18, 2010 7:34 pm Chris_McElligottPark Status new => resolved
Oct 18, 2010 7:34 pm Chris_McElligottPark Fixed in Version => 3.718
Oct 18, 2010 7:34 pm Chris_McElligottPark Resolution open => fixed
Oct 18, 2010 7:34 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 19, 2010 9:17 am Toll Note Added: 0001302
Oct 19, 2010 9:18 am Toll Note Edited: 0001302
Oct 19, 2010 10:32 am Toll Note Edited: 0001302
Oct 19, 2010 10:58 am Chris_McElligottPark Note Added: 0001304
Oct 19, 2010 11:13 am Toll Note Added: 0001305
Oct 19, 2010 1:47 pm Chris_McElligottPark Note Added: 0001314
Oct 19, 2010 1:54 pm Toll Note Added: 0001318
Oct 19, 2010 1:55 pm Chris_McElligottPark Note Added: 0001320