View Issue Details

IDProjectCategoryLast Update
0024427AI War 2Bug - GameplayFeb 23, 2021 3:56 pm
Reportervinco Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product VersionBeta 2.734 Bugfixes 
Summary0024427: Lack of Spire relic chace pursuit waves
DescriptionIn the attached game,
Two humans sharing one faction. 2x diff 6 AI's. 1x intensity 5 spire. The pursuit waves didn't seem to trigger on the relic chase. Did two of them, and neither seemed to get a substantial chase fleet.

There were a few minor errors captured in the log. All seemed ignorable and not related to the chase waves. Log attached for reference anyway.
TagsNo tags attached.

Relationships

related to 0024472 resolvedChris_McElligottPark Spire relic reaction too intense. 

Activities

vinco

Feb 14, 2021 9:53 pm

reporter  

VNbeta.rar (1,722,015 bytes)
ArcenDebugLog.txt (1,670,713 bytes)

Chris_McElligottPark

Feb 20, 2021 2:45 pm

administrator   ~0060582

I think I was hearing that these are now producing quite a response. Are you seeing them happen now?

Zweihand

Feb 22, 2021 6:26 am

reporter   ~0060596

I like to add that they might be giving too much of a response in higher difficulties. At Intensity 5, it's playable. Intensity 7 had me facing down fleets triple my size and stalemated the game until the hunter fleet can gather enough extragalactics to completely demolish whatever defences I built up. Clever of the AI, but kinda wish they attacked directly instead of gathering and waiting like a hunter fleet like with the tsunami CPA. That would give players a chance to thin out enough of the extragalactics to start taking systems and relics again because currently it feels like an endless waves of golems.

Chris_McElligottPark

Feb 22, 2021 7:39 pm

administrator   ~0060600

Hmm, this may be related to how many hacks you have done. With the new tuning in the next build, you will have a lot fewer hacks to do... but then again still many hacking points. It's hard to know exactly how that's going to play out in the next build.

Zweihand

Feb 23, 2021 12:26 am

reporter   ~0060604

It might help then to not chain the exogalactic strike force strength in the spire to the hacking intensity but rather to how many spire relics you have overall? According to the wiki, if you destroy a relic the exogalactics should back off and even leave the system. I can see this being an issue is the amount of hacks was based off of the old system where you had one hack per planet pretty much vs the 3 or 4 now. When searching for the spire relic when its at an unknown location, would it be better to have its own separate counter/budget based off of how many "looking for relic" hack youve done? And then have the budget or counter reset when you do find one.

BadgerBadger

Feb 23, 2021 11:02 am

manager   ~0060607

Exogalactics never back off... Which wiki were you looking at?

Zweihand

Feb 23, 2021 12:38 pm

reporter   ~0060610

The official wiki, it said that it was possible to scrap relics before they arrive to take the heat off of you. I'm going to give the spire campaign another try later on when I get the chance.

BadgerBadger

Feb 23, 2021 1:30 pm

manager   ~0060613

When you scrap the relic it just means no more ships will spawn. Under those circumstances I believe any exos in flight will just join the Threat (and then Hunter) so they'll definitely still come after you.

Chris_McElligottPark

Feb 23, 2021 3:52 pm

administrator   ~0060620

Actually, it looks like this is not based on a hacking response at all, but just how many relics you've captured and what the AIP is. The higher the AIP, the more intense this will be.

Relevant code:

Int aipAdjustedIncome = (FactionUtilityMethods.GetCurrentAIP() / 10) * Difficulty.ExoIncomePer10AIP;
                FInt multiplier = Difficulty.ExoIncomeMultiplierPerCity * GlobalData.NumRelicsCaptured;
                FInt change = (Difficulty.BaseExoIncome + aipAdjustedIncome) * (multiplier);

Chris_McElligottPark

Feb 23, 2021 3:56 pm

administrator   ~0060622

Marking this one as resolved, in favor of continuing a discussion in 0024472. Thanks!

Issue History

Date Modified Username Field Change
Feb 14, 2021 9:53 pm vinco New Issue
Feb 14, 2021 9:53 pm vinco File Added: VNbeta.rar
Feb 14, 2021 9:53 pm vinco File Added: ArcenDebugLog.txt
Feb 20, 2021 2:45 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 20, 2021 2:45 pm Chris_McElligottPark Status new => feedback
Feb 20, 2021 2:45 pm Chris_McElligottPark Note Added: 0060582
Feb 22, 2021 6:26 am Zweihand Note Added: 0060596
Feb 22, 2021 7:39 pm Chris_McElligottPark Note Added: 0060600
Feb 23, 2021 12:26 am Zweihand Note Added: 0060604
Feb 23, 2021 11:02 am BadgerBadger Note Added: 0060607
Feb 23, 2021 12:38 pm Zweihand Note Added: 0060610
Feb 23, 2021 1:30 pm BadgerBadger Note Added: 0060613
Feb 23, 2021 3:52 pm Chris_McElligottPark Note Added: 0060620
Feb 23, 2021 3:56 pm Chris_McElligottPark Status feedback => resolved
Feb 23, 2021 3:56 pm Chris_McElligottPark Resolution open => fixed
Feb 23, 2021 3:56 pm Chris_McElligottPark Note Added: 0060622
Feb 23, 2021 3:56 pm Chris_McElligottPark Relationship added related to 0024472