View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0014602 | The Last Federation | Bug - Gameplay | Apr 24, 2014 9:01 pm | Apr 28, 2014 1:42 pm | |
Reporter | an3r4 | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.004 (x64 Linux Build) | ||||
Fixed in Version | 1.006 Beta (Besieging And Federating) | ||||
Summary | 0014602: Evuck planet with high economy defending too strong | ||||
Description | The screenshots pretty much explain it, the Evuck planet was constantly under attack from 3 other races, lost almost its entire population and fleet and was then impossible to defeat. All ships that went there died quickly, even destroying a fleet of over 500 ships in 14 days (while having 2 ships defending the planet). This went on for about 30 minutes with nothing really happening making the game almost impossible to finish because the Evucks can now neither be brought into the federation nor be destroyed. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0014615 | resolved | keith.lamothe | Superior fleet (5 times power) crushed by boarine defenses |
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Savegame, please? |
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I've uploaded a save that can show fairly conclusively that the Evucks rely on their fleets to insta-gib the enemy. There is a world with no defending fleet, and the attacking armada survives just fine. As soon as the armada the planet is building finishes, however, the attackers are all destroyed on the same day. |
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For 1.006: === NPC Fleet vs NPC Fleet Autoresolve Combat Overhaul === * Basically this was using logic that was mostly from way before alpha, and that logic was much better suited to the strategic realities obtaining at that time than now. Now most significant NPC vs NPC fleet combat involves dozens if not hundreds of armadas, and (at least later in the game, with tech bonuses) very large power values. ** This may result in NPC fleet battles happening substantially faster in some cases (but waaaay slower in others like those we tested, since they were insta-gib situations). If it's out of control please let us know and we can tweak some dials. * Previously individual armadas would pair off and shoot at each other, with the weaker armada only having a very small chance of damaging the stronger one (and even then only a little bit, relatively), while the stronger one got to basically unload on the weaker one. This made some sense with one-vs-one combats but not in dozens-vs-dozens where there would often be a large mix of very-small and somewhat-larger armadas, so the overall result was being unduly impacted by which armadas happened to "draw" which opponent armadas for each round. ** Now in a round of such combat each armada will do its damage to the other armada, simultaneously. So the less-powerful one will still get mauled (relatively, it still takes months for similarly-sized forces to really smash each other) but the more-powerful one will now get hurt in due proportion. * Previously the various bonuses which multiplied a fleet's autoresolve strength (tech bonuses, boarine rage multiplier, burlust turmoil multiplier, etc) were only being applied to armada attack power, not to its ability to absorb damage. This led to insta-gib situations later in the game. A much-more-rapid conclusion is still possible if one race has a MUCH higher effective bonus than its opponent, but that is desirable. * Previously if hundreds of attacker armadas pounced on a planet with only a dozen or so defender armadas, each day all of the attacker armadas would do a full round of combat with a defender armada. Interestingly, this often tended to massively favor the _defender_, as the defender generally has larger individual armadas and was getting full shots at every single one of the attacking armadas despite being greivously outnumbered. So it was possible for an attacker which (in terms of the numeric power displayed on the overlays) out-strength'd the defender by over 5x to still actually _lose_. ** Now each attacker armada still attacks a defender armada each day, but: *** It always picks a defender armada that has not yet fought that day, if there is one. *** If there isn't such a defender armada, it picks one that has fought the least number of times that day (so if they've all fought once, it will pick them all once again before any one is picked a third time). **** In the example where all the defenders have fought once, and one is picked again, it divides the attacker's effective attack power by 1.15 and divides the defender's effective attack power by 1.4. **** If all the defenders have fought twice, and one is picked a third time, the divisors are 1.3225 and 1.96, respectively. And so on, basically 1.15^x and 1.4^x. **** This represents the growing difficulty to efficiently fight in crowded conditions, and that the defender is going to get the worse end of such a combat since all the attackers are coming in will full weapon charges vs their outnumbered weapons, etc. * Fixed a bug where the space power numbers displayed in the overlays (for both attacker and defender) were not actually accounting for all the various things which impact autoresolve combat. Thanks :) |
Date Modified | Username | Field | Change |
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Apr 24, 2014 9:01 pm | an3r4 | New Issue | |
Apr 24, 2014 9:01 pm | an3r4 | File Added: myfleeeeeeeeet.png | |
Apr 25, 2014 12:15 pm | L4m3ness | Relationship added | related to 0014615 |
Apr 25, 2014 1:19 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Apr 25, 2014 1:19 pm | Chris_McElligottPark | Status | new => assigned |
Apr 25, 2014 1:19 pm | Chris_McElligottPark | Note Added: 0036776 | |
Apr 25, 2014 1:19 pm | Chris_McElligottPark | Status | assigned => feedback |
Apr 25, 2014 10:04 pm | an3r4 | File Added: bug.save | |
Apr 27, 2014 9:04 pm | GC13 | File Added: UndefendedEvuckWorld.save | |
Apr 27, 2014 9:05 pm | GC13 | Note Added: 0036895 | |
Apr 28, 2014 1:42 pm | keith.lamothe | Internal Weight | => New |
Apr 28, 2014 1:42 pm | keith.lamothe | Note Added: 0036931 | |
Apr 28, 2014 1:42 pm | keith.lamothe | Status | feedback => resolved |
Apr 28, 2014 1:42 pm | keith.lamothe | Fixed in Version | => 1.006 Beta (Besieging And Federating) |
Apr 28, 2014 1:42 pm | keith.lamothe | Resolution | open => fixed |