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IDProjectCategoryLast Update
0001708AI War 1 / ClassicSuggestion - AI Behavior And TacticsDec 2, 2010 11:48 pm
ReporterSuzera Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.042 
Fixed in Version4.043 
Summary0001708: Have the AI prioritize planet defense strength instead of distance when deciding where to attack with CPAs/raids/etc
DescriptionHaving it almost always do what seems to be pathing to the closest planet allows for an extremely easy focusing of static defense, even without hard chokepoints. Blowing up on the heavily defended planet next door is a lot less dangerous and smart than taking the 50 planet trip around said defended planet to hit softer targets. Usually is is just some random isolated junk floating around that will do nothing to the defense planets that would use this logic, so defense should by far be a bigger priority for choosing a target than distance.
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TechSY730

Dec 2, 2010 6:42 pm

reporter   ~0004925

Last edited: Dec 2, 2010 6:46 pm

Didn't the devs add logic to do this last beta (or was it this one)? Are you saying the ai is still not doing a good job of this?

Edit: Oh, and difficulty level of ai are you playing against? They are pretty bad at considering defensive strength until about lvl. 6

Suzera

Dec 2, 2010 6:51 pm

reporter   ~0004927

Last edited: Dec 2, 2010 6:52 pm

7.6 or 8. It's still seemingly terrible at deciding where to attack.

Suzera

Dec 2, 2010 6:59 pm

reporter   ~0004932

To clarify, it looks like the additions were to determine WHEN they should attack where they are going, not to actually change where they go. The AI still ends up going in fairly predictable "attack lanes" that lead to relatively easy soft chokepoints, even when you lack a hard choke point.

TechSY730

Dec 2, 2010 7:34 pm

reporter   ~0004941

Ah, that is what you were talking about. Yea, they are stupid about choosing planets to assault, or rather now, "stalk".

Chris_McElligottPark

Dec 2, 2010 9:07 pm

administrator   ~0004955

Prioritizing defense levels would be a really bad idea, because that lets AIs fall into the "gap in the wall" sort of exploits. Which they already sort of are now, because they're prioritizing distance. Now they prioritize nothing:

* When AI ships are fleeing from a planet, they will now tend to scatter a lot more than they used to, and have a much greater chance of circling around to an undefended or unexpected part of player territory. Paired with other recent changes that make the AIs more smart about when to attack a planet they are "stalking," this will make them a lot less predictable and a lot more dangerous.

Suzera

Dec 2, 2010 11:48 pm

reporter   ~0005007

When they prioritize distance, you can easily make any planet at all a chokepoint pretty much, unfortunately. Even if it isn't actually a chokepoint.

Issue History

Date Modified Username Field Change
Dec 2, 2010 6:38 pm Suzera New Issue
Dec 2, 2010 6:42 pm TechSY730 Note Added: 0004925
Dec 2, 2010 6:44 pm TechSY730 Note Edited: 0004925
Dec 2, 2010 6:46 pm TechSY730 Note Edited: 0004925
Dec 2, 2010 6:51 pm Suzera Note Added: 0004927
Dec 2, 2010 6:52 pm Suzera Note Edited: 0004927
Dec 2, 2010 6:59 pm Suzera Note Added: 0004932
Dec 2, 2010 7:34 pm TechSY730 Note Added: 0004941
Dec 2, 2010 9:07 pm Chris_McElligottPark Note Added: 0004955
Dec 2, 2010 9:07 pm Chris_McElligottPark Status new => resolved
Dec 2, 2010 9:07 pm Chris_McElligottPark Fixed in Version => 4.043
Dec 2, 2010 9:07 pm Chris_McElligottPark Resolution open => fixed
Dec 2, 2010 9:07 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 2, 2010 11:48 pm Suzera Note Added: 0005007