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IDProjectCategoryLast Update
0002719AI War 1 / ClassicSuggestion - AI Behavior And TacticsApr 12, 2011 12:26 am
ReporterTechSY730 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version5.000 
Fixed in Version5.007 
Summary0002719: Allow zombies, Dyson gattlings, human resistance ships, and other patrolling ships to aid attacks
DescriptionI noticed that dyson gattlings, resistance figheters, and zombies never enter into enemy planets on their own accord. Although it is nice to see them stick around where they can make a difference, in some cases it seems like it would be safe and very helpful for them to aid a human attack. How about this?

If you have some ratio of the AI's firepower (a human firepower : AI firepower of >=.75:1 or something like that) on that planet, your ships have been on that planet for some time (10-20 seconds, maybe), and that planet is adjacent to a human planet they are currently patrolling to, then they will be willing to wander there as well, and help out with the offensive effort.

This should let them actually help out with attacking without them targeting planets you don't want hit and stop them from being suicidal and entering planets when they have no chance to win.
TagsNo tags attached.
Internal Weight

Relationships

related to 0002767 resolvedChris_McElligottPark Massive late-game slowdown due to Zombie patrols? 
related to 0002867 resolvedChris_McElligottPark Zombies Patrol, Not Attack 
related to 0002969 resolvedChris_McElligottPark Dyson Sphere an Over Powered Ally 

Activities

TechSY730

Feb 1, 2011 1:44 pm

reporter   ~0009928

I guess this logic would also apply to AI zombies as well, and any other AI allied ship that patrols AI planets in the same way they would patrol human planets.

TechSY730

Feb 7, 2011 6:56 pm

reporter   ~0010099

I just realized this would help to solve the "endless spawning patrolling Dyson gattling" issue.

BobTheJanitor

Feb 7, 2011 8:17 pm

reporter   ~0010103

I like this idea. Currently zombies/gatlings are OK for defense, at the very least through their firepower keeping the AI from sending stalking forces in to a planet if you move all your ships off. They're not really capable of handling waves by themselves, though, due to their very slow reaction time, so you still need to keep some fleet ships nearby even if you have hundreds of bot ships already patrolling there. If they saw that I just moved a lot of ships in to an AI planet that is one hop away, having them decide to come along for the ride would be pretty neat.

Draco18s

Feb 8, 2011 3:01 pm

developer   ~0010147

They also need to stay on "dead end" planets longer. By which I mean if they're going to turn around and travel back through the same wormhole, they should stick around a bit first. As it is, they fade in and immediately fade out again.

TechSY730

Feb 8, 2011 3:36 pm

reporter   ~0010148

@BobTheJanitor

Would you also support making it such that the chance of a wandering ship choosing a friendly planet to go to next goes up a little bit based on the amount of human player firepower on that planet?

BobTheJanitor

Feb 8, 2011 9:45 pm

reporter   ~0010170

Yes, absolutely. Right now they just seem to pick out their conga line and follow it until the end of time. I'd like to see them spreading out based on where nearby human firepower is.

TechSY730

Feb 8, 2011 9:47 pm

reporter   ~0010171

Okay,

Maybe add as a separate request that wandering ships still spread out, but tend to prefer planets with more human firepower on it.

TechSY730

Feb 23, 2011 7:34 pm

reporter   ~0010699

Updated title to be a little clearer about what this suggestion would affect.

Entrenched Homeperson

Feb 24, 2011 9:55 am

reporter   ~0010720

Bingo! Strong Support.

TechSY730

Feb 24, 2011 5:55 pm

reporter   ~0010739

To help ease some fears of this causing unintentional, unwanted freeing of AI ships, let me restate these parts of the suggestion and why that would help to keep this from happening.

The patrolling ships will only attack an enemy planet if all of these conditions are met:
1. humans have a significant force there already (so a single raid starship will not trigger it)
2. they will only go in after there has been a human military presence on that planet for some time (so popping in and popping right back out will not trigger it)
3. they will only attack planets adjacent to where they are already patrolling (thus, they will not unintentionally deep strike planets you want to be left alone)

These conditions almost completely ensure that no planet will be attacked by patrolling ships unless a player wants to heavily attack that planet anyways.

KDR_11k

Mar 12, 2011 2:12 am

reporter   ~0011048

Aren't zombies already unable to free AI ships?

TechSY730

Mar 12, 2011 10:01 am

reporter   ~0011054

@KDR_11k

I don't think zombies and minor faction ships can free AI ships by firing upon them, but they most certainly can free AI ships by destroying a guard post, thus freeing all the ships that were protecting that guard post.

zoutzakje

Mar 18, 2011 9:00 am

reporter   ~0011146

I like the idea a lot, though I think it should be made optional before starting a campaign. Some people enjoy the zombies and endless dyson spawns patrolling through their systems till the end of time.
for example, when playing against an AI type that sends a lot of powerfull waves, you'd want the dysons to defend. But when playing against a defence type of AI, people might want to set it on offence?
just randomly making suggestions.
of course, if the endless patrolling was never intended, then nevermind what I said just now :P

zebramatt

Mar 18, 2011 10:33 am

reporter   ~0011148

I certainly like the symmetry in one's automaton allies gauging the relative firepower of them & you vs. the AI on the other side of the wormhole.

Maybe you sending your forces through a wormhole could be the trigger for them to evaluate the situation and, finding it in your/their favour, pop along to help!

TechSY730

Mar 18, 2011 12:44 pm

reporter   ~0011149

Last edited: Mar 18, 2011 12:52 pm

Hmm, maybe instead of a fixed minumum ratio of human firepower to AI firepower for a patrolling ship to consider joining you, it could vary based on what kind of minor faction they are.

All ratios given are the minimum human firepower to AI firepower before they will consider entering. Whether allied minor faction firepower should be considered part of the human firepower is up for debate. If they do count towards friendly firepower for this decision, as that would be a great way to some minor faction units that are spawned on the attack to unintentionally trigger more minor faction units to come in, which in some cases, may not be desirable.

-Human resistance ships: As they are not all that powerful, they should wait until you got a decent force before they join in (like .75 : 1, like the original suggestions)
-Dyson gattlings: As they are quite powerful, they can move in with much less human backup and still stand a chance (so, make that ratio closer to .5 : 1, or something) EXCEPTION: As Dyson gattlings cannot attack Mk. V ships, they should be unwilling to enter enemy Mk. V worlds (the AI homeworlds) no matter how much you bring in
-Zombies: As they are [i]supposed[/i] to be mindlessly aggressive, the ratio of fire power needed for them to go into a planet should be quite low (like .3 : 1 or something)

For further "extra credit", the cutoff of firepower could go down slowly as the number of minor faction/patrolling ships [i]of thier type[/i] goes up. (for example, zombies would be willing to go in with less and less human support as the number of allied zombies increase, but they would not count human resistance ships as part of that) This would let 100 dyson gattlings be willing to show up even if your force isn't all that powerful, but 2 dyson gattlings will wait for you to have a good force before going in.

Sir T

Mar 18, 2011 5:46 pm

reporter   ~0011158

Last edited: Mar 18, 2011 5:47 pm

Right now what they do is patrol around so if you hhave a circle of worlds they will patrol around the circle and up and down a line of planets. If there is a battle going on at an end planet they will certainly come into help as they arrive in system. One way to fix that would be to have them stop off at the player command station on the way through the system (as some do anyway), that would ensure that there is always significant Ally forces in system even on a planet at the end of a line, and some AI ally ships would always nbe close to a command station in the event of an attack.

I still think putting a rather high cap on their numbers would solve some issues though.

Chris_McElligottPark

Mar 23, 2011 11:23 am

administrator   ~0011333

* Previously, allied minor faction and zombie ships would just patrol around player planets endlessly, which was helpful for defense, but problematic for two reasons: first, that it could cause massive amounts of slowdown after many hours of them stacking up, and second, that it could cause massive buildups of AI stalkers, who never dare to attack the planets with so many defenders, which leads to something akin to stalemate situations.
** Thus the allied minor faction and zombie logic has been adjusted as follows:
*** Neutral planets are now considered the same as allied planets, and the ships will patrol to them like any others.
*** If there are more than about 100 of AI threat ships on an adjacent planet, the ships will also patrol to that planet to clean them off.
*** If the human-allied team has more than a token military force (more than about 10 ships) on a planet, then these ships will patrol to there, to help aid in that attack.
**** This allows for small raids to still happen with raid starships or whatever without assistance from these minor factions, but it enlists their help for larger-scale engagements.

TechSY730

Mar 24, 2011 12:19 am

reporter   ~0011422

Last edited: Mar 24, 2011 12:29 am

Already a complaint about the new behavior of zombies and minor faction ships. See http://www.arcengames.com/forums/index.php/topic,8476.msg74989.html#msg74989

Chris_McElligottPark

Mar 24, 2011 12:31 am

administrator   ~0011423

This sounds about right, actually, if you're loading it up for an existing save where the AI is really entrenched. The allied minor factions and zombies were always meant to just show up for one battle, help out a minor bit, and then die. That infinite patrolling was making them a thousand percent more useful than they were supposed to be, but that was done in response to them running off WAY into AI territory in the past and really stirring up the AI. I view this as something of a middle ground for them.

A variation on the stalking mechanic of the AI would be particularly tricky, because the calculations for the stalking rely heavily on the processing power available to the AI thread, and the AI thread doesn't control these ships in any way. It's possible some more changes might be needed here, but honestly I think this will work out to be closer than you might expect, long-term. You'll still wind up with some guardians running around from time to time, but not huge stores of them (definitely my goal), and in the meantime they will put some dents into the surrounding AI planets with threat stalking ships, or aid you in offensive attacks, but they aren't going to win any battles on their own.

That dials them back to about where I want them, maybe slightly weaker than I'd like, maybe not, I'm not sure.

Issue History

Date Modified Username Field Change
Feb 1, 2011 1:41 pm TechSY730 New Issue
Feb 1, 2011 1:41 pm TechSY730 Description Updated
Feb 1, 2011 1:44 pm TechSY730 Note Added: 0009928
Feb 7, 2011 6:56 pm TechSY730 Note Added: 0010099
Feb 7, 2011 8:17 pm BobTheJanitor Note Added: 0010103
Feb 8, 2011 12:28 am vinco Relationship added related to 0002767
Feb 8, 2011 3:01 pm Draco18s Note Added: 0010147
Feb 8, 2011 3:36 pm TechSY730 Note Added: 0010148
Feb 8, 2011 9:45 pm BobTheJanitor Note Added: 0010170
Feb 8, 2011 9:47 pm TechSY730 Note Added: 0010171
Feb 19, 2011 12:32 am TechSY730 Relationship added related to 0002867
Feb 23, 2011 7:34 pm TechSY730 Note Added: 0010699
Feb 23, 2011 7:34 pm TechSY730 Summary Allow "wandering" ships to aid attacks => Allow patrolling zombies, Dyson gattlings, human resistance ships, and other patrolling ships to aid attacks
Feb 23, 2011 7:34 pm TechSY730 Summary Allow patrolling zombies, Dyson gattlings, human resistance ships, and other patrolling ships to aid attacks => Allow zombies, Dyson gattlings, human resistance ships, and other patrolling ships to aid attacks
Feb 24, 2011 9:55 am Entrenched Homeperson Note Added: 0010720
Feb 24, 2011 5:55 pm TechSY730 Note Added: 0010739
Feb 27, 2011 5:20 pm TechSY730 Relationship added related to 0002969
Mar 12, 2011 2:12 am KDR_11k Note Added: 0011048
Mar 12, 2011 10:01 am TechSY730 Note Added: 0011054
Mar 18, 2011 9:00 am zoutzakje Note Added: 0011146
Mar 18, 2011 10:33 am zebramatt Note Added: 0011148
Mar 18, 2011 12:44 pm TechSY730 Note Added: 0011149
Mar 18, 2011 12:52 pm TechSY730 Note Edited: 0011149
Mar 18, 2011 5:46 pm Sir T Note Added: 0011158
Mar 18, 2011 5:47 pm Sir T Note Edited: 0011158
Mar 23, 2011 11:23 am Chris_McElligottPark Note Added: 0011333
Mar 23, 2011 11:23 am Chris_McElligottPark Status new => resolved
Mar 23, 2011 11:23 am Chris_McElligottPark Fixed in Version => 5.007
Mar 23, 2011 11:23 am Chris_McElligottPark Resolution open => fixed
Mar 23, 2011 11:23 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 24, 2011 12:19 am TechSY730 Note Added: 0011422
Mar 24, 2011 12:25 am TechSY730 Note Edited: 0011422
Mar 24, 2011 12:29 am TechSY730 Note Edited: 0011422
Mar 24, 2011 12:31 am Chris_McElligottPark Note Added: 0011423