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IDProjectCategoryLast Update
0001438AI War 1 / ClassicSuggestion - Balance TweaksDec 17, 2010 1:03 pm
Reporterunclean Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.036 
Fixed in Version4.052 
Summary0001438: Mining Golem a bit anticlimatic
DescriptionThey seem a little underpowered considering how late in the game they shows up and the lengthy time limit until they self-destruct.

See the attached save. My forces are at the Toloc wormhole to Genpo. Just move them through and watch the fireworks.

Seems like they were a little more formidable a while ago:
http://arcengames.com/forums/index.php/topic,3046.0.html
TagsNo tags attached.
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has duplicate 0002004 resolvedChris_McElligottPark Mining Golem might need a boost 

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unclean

Nov 17, 2010 11:36 pm

reporter  

wussygolem.sav (350,104 bytes)

Dazio

Nov 18, 2010 1:15 am

reporter   ~0003855

They used to come from way out of the system, you couldn't engage effectively until there was only about 30-40 minutes left on the timer.

Before then, they were so far out your ships were down to speed 2 (or whatever the slowest speed is) that far out and even the fastest ship only got one salvo off before the mining golem was past.

Was annoying to watch my fighters head out and not even get a shot off because they couldn't make the turn to catch the golem as they passed it.

Anyways, at the very least the time limit needs to be reduced, I think the stats themselves are okay, you just have too long to engage it now that it doesn't come in from outside the system.

Moonshine Fox

Nov 18, 2010 3:34 am

reporter   ~0003860

Do mind that you have to travel to the system as well, which could potentially be for off. Lowering that timer could make this extremely difficult.

Chris_McElligottPark

Dec 17, 2010 12:16 pm

administrator   ~0006357

Time for a bit of a reimagining, I agree:

* Mining Golem attack power has been increased 10x, armor has been decreased 3x. Health of the mining golem has been increased from 40m to 120m.
** When mining golems explode, they now destroy the planet and all the resource points, but no ships. This means that there is no risk of AI Progress increase from them, they just cut off access to resources.
** Mining golems are now only seeded on planets in player territory, or within one hop of player territory.
** Instead of a single mining golem per planet, it is now one per human player in multiplayer games.
** Instead of a single planet getting a mining golem at once, three planets all get them at the same time, now.
** Mining golems are now spawned every four hours (or so), rather than every 8ish hours.
** The net effect here is that with this minor faction on, you'll have planets exploding and sometimes you'll just need to let them explode. This can put crimps in your and/or AI supply, and can also put the pressure on in terms of resource availability.

Chris_McElligottPark

Dec 17, 2010 12:17 pm

administrator   ~0006360

Oh, and:

* Mining Golems also now have 10k radar dampening.

TechSY730

Dec 17, 2010 12:53 pm

reporter   ~0006365

Last edited: Dec 17, 2010 12:56 pm

Wait, so if a mining golem comes to a planet with a fabricator, are you basically going to lose that fabricator no matter what (similar with adv. factories and those human rebellion colonies), as that planet will never have supply again?

Chris_McElligottPark

Dec 17, 2010 12:58 pm

administrator   ~0006366

Fabs and advanced factories specifically don't require supply for this very reason.

TechSY730

Dec 17, 2010 12:59 pm

reporter   ~0006367

Ahh, good foresight, then in that case, I'm all for this change.

Chris_McElligottPark

Dec 17, 2010 1:03 pm

administrator   ~0006369

Not so much foresight as we ran into this issue a year ago with the nuclear command AI option, heh. :)

Issue History

Date Modified Username Field Change
Nov 17, 2010 11:36 pm unclean New Issue
Nov 17, 2010 11:36 pm unclean File Added: wussygolem.sav
Nov 18, 2010 1:15 am Dazio Note Added: 0003855
Nov 18, 2010 3:34 am Moonshine Fox Note Added: 0003860
Dec 14, 2010 10:40 pm unclean Relationship added has duplicate 0002004
Dec 17, 2010 12:16 pm Chris_McElligottPark Note Added: 0006357
Dec 17, 2010 12:16 pm Chris_McElligottPark Status new => resolved
Dec 17, 2010 12:16 pm Chris_McElligottPark Fixed in Version => 4.052
Dec 17, 2010 12:16 pm Chris_McElligottPark Resolution open => fixed
Dec 17, 2010 12:16 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 17, 2010 12:17 pm Chris_McElligottPark Note Added: 0006360
Dec 17, 2010 12:53 pm TechSY730 Note Added: 0006365
Dec 17, 2010 12:56 pm TechSY730 Note Edited: 0006365
Dec 17, 2010 12:58 pm Chris_McElligottPark Note Added: 0006366
Dec 17, 2010 12:59 pm TechSY730 Note Added: 0006367
Dec 17, 2010 1:03 pm Chris_McElligottPark Note Added: 0006369