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IDProjectCategoryLast Update
0021519AI War 2Balance IssueAug 23, 2019 3:28 pm
ReporterZoreiss Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version0.881 AI Neighborhood Watch 
Fixed in Version0.884 The Helping Hat 
Summary0021519: FeedBack from winning vs Full Ensemble AI 9.0
DescriptionHello! I’ve pretty much finished my game against a full ensemble AI of level 9 and I wanted to give some feedback and try to keep it short. Short story being that I won because of Beam Cannons (so OP!), Plasma Turrets (amazing against spire ships), Citadels and AI not being smart.

In previous games I underestimated the military base bonus and augmenters giving your turrets. My basic strategy this time was to have strong chokeholds that could destroy waves without help from my fleets so I could roam around and target strategic points. A few notable things:

1- AI ships seem to prioritize Citadel too highly, I could have them warp to another of my system to replenish their huge shield pool when they got low and have them back to tank in a short time. That saved me at one time against 800 strength Dark Spire fleet that would try to travel all the way to kill the citadels and ignore my military base and turrets destroying them. I also got a citadel that had 20ish beam cannon and 100 spider turrets and that helped me a lot when I was conquering heavily defended planets reinforced by warden fleet.

2- At multiple points, I would probably have lost if the AI had gone for my home world or killed my turrets/military base instead of chasing support fleet or trying to kill citadels. At one time I was under attack from a wave of 2k of the type of ships that ignored tractor beams and speed penalties and I thought I was dead as my home world was right next door. They stayed to get destroyed by the many beam cannons I had tough.

3- On some planets, I would have to stay for more than 10 minutes near a wormhole spewing guardian fleet ships one after the other against my whole army, citadel and turrets. If they would have gathered before an attack to go in bigger numbers, there is no way I would have survived. Instead I just whittled 200-400 strength of strike craft from the warden fleet.

Well that’s it, I am really enjoying the game you guys made and I am looking forward to the new things you’ll add and to try to beat the level 10 difficulty AI! Keep up the amazing work!
TagsNo tags attached.

Activities

BadgerBadger

Aug 22, 2019 12:41 am

manager   ~0052592

Last edited: Aug 22, 2019 1:46 am

Any chance you have autosaves from some of the scenarios listed above? It's hard to change the AI logic without being able to see what's going on, so having a save to test against makes it much easier.

Zoreiss

Aug 22, 2019 11:09 am

reporter   ~0052595

I am sorry, I did not expect to write feedback like this only after I was finished with the campaign. I'll keep that in mind as I continue to play and test things.

I only have this save, where you can see the Warden Fleet tickling into a heavily fortified position. In their place, I would pool all of their ships on the planets next to the one I was attacking and attack only when their pooled units is equal or greater then the force I have on the planet. If I attack one of the nearby planet before that happends, the warden fleet would already be in place to help defend the planet and make it that much harder for me. (The AI of the Warden Fleet was set to Anticipatory)
Warden Fleet Kamizake.save (1,159,645 bytes)

BadgerBadger

Aug 23, 2019 12:14 am

manager   ~0052602

For 0000003 ( the "ships tricking in" one) did you see that primarily with Warden/Hunter or with the main AI? They use different logic.

Zoreiss

Aug 23, 2019 9:40 am

reporter   ~0052603

Definately the Warden/Hunters

BadgerBadger

Aug 23, 2019 2:36 pm

manager   ~0052605

I've added some changes that should alleviate the problem with ships trickling in. See what you think in the next release.

BadgerBadger

Aug 23, 2019 3:28 pm

manager   ~0052606

Would you mind opening your first two comments (ai not going for your home aggressively enough and over-targeting citadels) as new bugs? It's easier to track things that way.

Issue History

Date Modified Username Field Change
Aug 21, 2019 9:51 pm Zoreiss New Issue
Aug 22, 2019 12:41 am BadgerBadger Note Added: 0052592
Aug 22, 2019 1:45 am BadgerBadger Note Edited: 0052592
Aug 22, 2019 1:46 am BadgerBadger Note Edited: 0052592
Aug 22, 2019 11:09 am Zoreiss File Added: Warden Fleet Kamizake.savemet
Aug 22, 2019 11:09 am Zoreiss File Added: Warden Fleet Kamizake.save
Aug 22, 2019 11:09 am Zoreiss Note Added: 0052595
Aug 23, 2019 12:14 am BadgerBadger Note Added: 0052602
Aug 23, 2019 9:40 am Zoreiss Note Added: 0052603
Aug 23, 2019 2:36 pm BadgerBadger Note Added: 0052605
Aug 23, 2019 3:28 pm BadgerBadger Assigned To => BadgerBadger
Aug 23, 2019 3:28 pm BadgerBadger Status new => resolved
Aug 23, 2019 3:28 pm BadgerBadger Resolution open => fixed
Aug 23, 2019 3:28 pm BadgerBadger Fixed in Version => 0.884 The Helping Hat
Aug 23, 2019 3:28 pm BadgerBadger Note Added: 0052606