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IDProjectCategoryLast Update
0021323AI War 2Gameplay IdeaJul 5, 2019 10:27 am
ReporterChris_McElligottPark Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.871 More Control, Part 1 
Fixed in Version0.873 Battlestation Overhaul 
Summary0021323: Revised Mechanic: AI to only get turrets at certain locations.
DescriptionThe AI should only have a 15% chance of getting turrets at any given reinforcement point, and that reinforcement point should only be able to have a single type of turret at it.

We also need to have new AI versions of the turrets, with lower ranges on them.

Thanks to AnnoyingOrange for the report that these don't feel right at the moment.
TagsNo tags attached.

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child of 0021310 resolvedChris_McElligottPark Fleets Phase 3 - Parent 

Activities

RocketAssistedPuffin

Jun 28, 2019 6:39 pm

reporter   ~0051988

I've put in some changes that are a bit along the lines of the single type of turret.

There are more AI Ship Groups that are purely a single Post or single Turret type, so planets should be less of a mess in that area.

The Turret bit'll likely get redone with this, but it's there for now and took little time.

Chris_McElligottPark

Jul 3, 2019 11:42 am

administrator   ~0052010

Awesome, thank you for this progress on this bit!

Chris_McElligottPark

Jul 5, 2019 10:27 am

administrator   ~0052053

Okay, I think we're good now!

* There is a new range_multiplier_to_all_weapons xml tag that can be applied to ships to easily modify their weapon/system ranges to be higher or lower when creating a variant type.
** We're now using this to make AI versions of all the turrets, with lower ranges on all of them.
** This won't affect existing turrets in existing savegames, but in new and existing savegames, any new turrets that the AI spawns will have half the range of the old ones. Sniper turrets (which are rare) as the exception.
** For the player Ensnarer turret types, which are really rare (and even more rare now), those ALSO now have half the range, in exchange for all their tractor beams being on there.
** Overall this is something to make the battlefields feel a bit more segmented, and so that you aren't being shot by all the turrets all at once on enemy planets.
*** This can be combined with that recent hack we added for weakening turrets at a planet to make their range truly pathetic, which is great. But the player-side turrets are not any weaker.
** Please note this is not well tested, so we'd love feedback on it.

* On average, now only every 6th reinforcement point will be able to have turrets and non-turret defenses on AI planets, although it's not quite that simple.
** It's going off of primary keys, and those are just sequential numbers assigned to all ships. It's using modulus 6 to make it so that it's every 6th entry at MOST... but it could be that quite a few guard posts are moulus 6 on one planet, and next to none are on another planet, so expect uneven results (in a good and interesting way) rather than it being uniform on every planet.
** This helps to make the AI planets a little bit less of a pain to deal with in terms of static defenses, and makes it so that you can focus instead on the guard posts and the ships in them, which are more specialized. Puffin recently made some changes to make types of turrets at each location more consistent (and thus something you can plan against), and so paired with that we should be in particularly good shape. Knock on wood.
** Please note this is not well tested, so we'd love feedback on it.

Issue History

Date Modified Username Field Change
Jun 25, 2019 1:14 pm Chris_McElligottPark New Issue
Jun 25, 2019 1:14 pm Chris_McElligottPark Status new => assigned
Jun 25, 2019 1:14 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 25, 2019 1:14 pm Chris_McElligottPark Relationship added child of 0021310
Jun 28, 2019 6:39 pm RocketAssistedPuffin Note Added: 0051988
Jul 3, 2019 11:42 am Chris_McElligottPark Note Added: 0052010
Jul 5, 2019 10:27 am Chris_McElligottPark Status assigned => resolved
Jul 5, 2019 10:27 am Chris_McElligottPark Resolution open => fixed
Jul 5, 2019 10:27 am Chris_McElligottPark Fixed in Version => 0.873 Battlestation Overhaul
Jul 5, 2019 10:27 am Chris_McElligottPark Note Added: 0052053