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IDProjectCategoryLast Update
0001488AI War 1 / ClassicGameplay IssueJan 3, 2011 11:45 am
ReporterLancefighter Assigned ToChris_McElligottPark  
Status closedResolutionnot fixable 
Product Version4.037 
Summary0001488: On an AI planet there are 49 units......
Description11 are spire leeches, of cap 49
7 bombers, of cap 99
4 frigates, of cap 99
2 fighters, etc
a few economic units, guard posts, etc.

and 13 spire maws. Of cap 2.
TagsNo tags attached.
Internal Weight

Activities

Winter Born

Nov 19, 2010 8:49 pm

reporter   ~0004018

13 Maws - There is your anti blob mechanic at work. Rofl

Lancefighter

Nov 19, 2010 9:12 pm

reporter   ~0004022

FML D:

really, my main issue with them is just that they are damage sponges.. early game pretty much nothing kills them that doesnt get eaten

Chris_McElligottPark

Nov 19, 2010 9:45 pm

administrator   ~0004024

This isn't really a bug, the ship caps for the humans have no relation to the AI. The AI has its own mechanisms of ship caps, which aren't visible to you. That said, I know the AI gets too many of the big spire units (same as they always have zenith electric bombers). I mentioned that would be the case in the release notes when these were added, and it's something for getting fixed next week.

Lancefighter

Nov 19, 2010 9:48 pm

reporter   ~0004025

well, yes, but id except proportionally more ai units of swarm designations, for example :\

yeah, I did notice the bits in the release notes, i was just a *tad* annoyed at how the maws were working >.>

Chris_McElligottPark

Nov 19, 2010 9:50 pm

administrator   ~0004026

It has no relation planet-wide to proportions. At each guard post it only builds two types of ships if possible, and so you get clumps of a bunch of a certain type of ships there. Any little "extras" that were seeded in the initial seeding of the map (like the fighters, etc), wind up being ignored and left there.

I'm not saying it's right, but it's doing what it was coded to do. The problem is that the extra-large fleet ships require new logic that hasn't been put in place yet.

Lancefighter

Nov 19, 2010 9:56 pm

reporter   ~0004028

Ah, interesting.. I think I understand that

Chris_McElligottPark

Nov 19, 2010 10:36 pm

administrator   ~0004038

The fewer-ships-per-guard-post thing is so that you don't always get the same mixed clumps, but rather get more unique, semi-homogeneous groups. And that makes the higher ship-cap ships proportionately greater per guard post and vice-versa, though not necessarily overall in the planet.

Ya know, the higher-ship-cap ships are spoiling this somewhat. I'll have to revisit that logic next week, too. :)

Issue History

Date Modified Username Field Change
Nov 19, 2010 8:07 pm Lancefighter New Issue
Nov 19, 2010 8:49 pm Winter Born Note Added: 0004018
Nov 19, 2010 9:12 pm Lancefighter Note Added: 0004022
Nov 19, 2010 9:45 pm Chris_McElligottPark Note Added: 0004024
Nov 19, 2010 9:45 pm Chris_McElligottPark Status new => resolved
Nov 19, 2010 9:45 pm Chris_McElligottPark Resolution open => not fixable
Nov 19, 2010 9:45 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 19, 2010 9:48 pm Lancefighter Note Added: 0004025
Nov 19, 2010 9:50 pm Chris_McElligottPark Note Added: 0004026
Nov 19, 2010 9:56 pm Lancefighter Note Added: 0004028
Nov 19, 2010 10:36 pm Chris_McElligottPark Note Added: 0004038
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue