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IDProjectCategoryLast Update
0014615The Last FederationBalance IssueApr 28, 2014 5:02 pm
ReporterL4m3ness Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version1.004 (x64 Linux Build) 
Fixed in Version1.006 Beta (Besieging And Federating) 
Summary0014615: Superior fleet (5 times power) crushed by boarine defenses
DescriptionThe Acutians in the savegame are about to attack the Boarine. The result of the attack, weirdly enough, is something I've seem multiple times with them now: The boarines get attacked by a far superior fleet (5x or more power) and yet they simply crush it. Techlevels of both species is basically equal (Acutians slightly ahead by 1-2 techs)

Not sure if this is a balance issue or I'm simply missing something vital. The "combined power level", however, was not able to predict this fight at all - which puts a questionmark behind the value of that number. The tooltip may need a clarification what "a much higher powerlevel" is - apparently outpowering 5 to 1 is not "much".
TagsNo tags attached.
Internal WeightNew

Relationships

related to 0014602 resolvedkeith.lamothe Evuck planet with high economy defending too strong 
related to 0014688 resolvedkeith.lamothe Defender armadas instagib attackers 

Activities

L4m3ness

Apr 25, 2014 11:48 am

reporter  

bug imba boarine.save (172,157 bytes)

L4m3ness

Apr 25, 2014 11:50 am

reporter  

ptarth

Apr 25, 2014 12:19 pm

reporter   ~0036768

I think this is caused by planet-based defenses. When watching the planet sieges from the main screen there is an explosion animation at the planet, which I think is the planet-based defenses firing. I've seen them take out 200k fleet power in a single "action".

tubasteve

Apr 27, 2014 1:19 pm

reporter   ~0036881

Try sabotaging their planetary ion cannons, otherwise I'm not sure. This seems to help when I encounter similar situations.

jdarrell

Apr 27, 2014 2:07 pm

reporter   ~0036889

In my observer file the Acutians always consistently attacked with a force that was slightly lower than the Boarines <200 space power defense. Once they gave up on that, they had no problem getting their fear empire.

GC13

Apr 27, 2014 4:04 pm

reporter  

UnleashTheHounds.save (1,076,729 bytes)

GC13

Apr 27, 2014 4:05 pm

reporter   ~0036893

Last edited: Apr 27, 2014 4:06 pm

I've observed this too. An Evuck world withstanding the production of seven Skylaxian worlds. I watched the combat closely, and saw that this was because about 1.5 million power of Evuck armadas could insta-gib about 3-4 million power worth of Skylaxian armadas in a single day. I've uploaded a save where the Skylaxians will soon launch another attack, and the behavior can be seen clearly.

keith.lamothe

Apr 28, 2014 1:42 pm

administrator   ~0036930

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 :)

L4m3ness

Apr 28, 2014 5:02 pm

reporter   ~0036940

Ah, so that's how this happened. You're welcome :)

Issue History

Date Modified Username Field Change
Apr 25, 2014 11:48 am L4m3ness New Issue
Apr 25, 2014 11:48 am L4m3ness File Added: bug imba boarine.save
Apr 25, 2014 11:50 am L4m3ness File Added: graph - Screenshot_2014_04_25_17_42_21.png
Apr 25, 2014 12:15 pm L4m3ness Relationship added related to 0014602
Apr 25, 2014 12:19 pm ptarth Note Added: 0036768
Apr 25, 2014 1:18 pm Chris_McElligottPark Assigned To => keith.lamothe
Apr 25, 2014 1:18 pm Chris_McElligottPark Status new => assigned
Apr 26, 2014 7:03 am L4m3ness Relationship added related to 0014688
Apr 27, 2014 1:19 pm tubasteve Note Added: 0036881
Apr 27, 2014 2:07 pm jdarrell Note Added: 0036889
Apr 27, 2014 4:04 pm GC13 File Added: UnleashTheHounds.save
Apr 27, 2014 4:05 pm GC13 Note Added: 0036893
Apr 27, 2014 4:06 pm GC13 Note Edited: 0036893
Apr 28, 2014 1:42 pm keith.lamothe Internal Weight => New
Apr 28, 2014 1:42 pm keith.lamothe Note Added: 0036930
Apr 28, 2014 1:42 pm keith.lamothe Status assigned => 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
Apr 28, 2014 5:02 pm L4m3ness Note Added: 0036940