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IDProjectCategoryLast Update
0001653AI War 1 / ClassicBalance IssueNov 29, 2010 12:43 pm
ReporterSNAFU Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.041 
Summary0001653: Golem Changes Make LotS Campaign Endgame Impossible?
DescriptionFirst off, savegame provided was started in previous releases and so may be inapplicable until I or someone else can verify if its currently broken. I'm just extrapolating here then.

***SPOILERS AHEAD concerning Light of the Spire Campaign***







In this save, I've managed to construct the Exogalactic Transceiver and hold out for the duration of its survey. Problem is, due to changes to Golems (which have affected AI Golems as well), the Imperial Fleet is, to put it politely, getting curbstomped.

Mostly it seems because of Artillery Golems, who previously had an attack of 5,000,000 and now have an attack of 50,000,000. Just to put that in perspective, 8 shots from them will kill a Spire Super-Dreadnought now. And there are... well... check the save :\

Again, I still need to test this in a new game for the current release, but its taking me a bit. Anyone else able to verify this whether or not this alternative win state is impossible?

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SNAFU

Nov 28, 2010 4:16 am

reporter  

LotS Brutality (Win).sav (1,373,472 bytes)

TechSY730

Nov 28, 2010 9:36 am

reporter   ~0004595

Ah, the joys of balancing a massive scale RTS. Buff A, B becomes too weak. Buff B, C becomes too weak. Buff C, and A becomes too weak. (Note, there may be many more letters involved :P) Repeat forever unless you can think of some clever solution.

keith.lamothe

Nov 28, 2010 10:41 am

administrator   ~0004596

Well, in the same release that Chris buffed the golems I increased their "cost" to include in those attacks by roughly 3x, so that you wouldn't see them nearly as much (indeed, on diff 7 you probably wouldn't see any until post-capitol if not later). Unless you're playing with multiple homeworlds. Anyway, the fact that buffing A required adjustment elsewhere wasn't lost on us ;)

It may be that the artillery golem needs to not be included in those attacks or pushed up a couple tiers to make it much more rare.

I don't have time to look at the save right now, but can later. Can you post the event-attack-composition log that's generated when you have advanced logging on?

keith.lamothe

Nov 28, 2010 10:42 am

administrator   ~0004597

And fwiw we confirmed that the alternate win is quite possible on diff 7 with a single hw, even with an inflated number of golems left over from a pre-buff save.

keith.lamothe

Nov 29, 2010 12:42 pm

administrator   ~0004626

Sorry, for some reason it didn't properly register with me that you were loading an older-version save.

Yea, as I warned in one of the release threads (perhaps should have done so more prominently, sorry), if you had already-spawned waves of golems they would have the numerical presence of the old versions with the buffed power of the new version. Translation: roflstomp!

But if you can somehow survive that existing wave (artillery golems should actually be pretty easy to kill if you can get to them), the further waves will have way fewer golems.

Basically once you have the transceiver up you need only survive and you will win, the help will continue to come (though the super-dreads are a one-time spawn).

keith.lamothe

Nov 29, 2010 12:43 pm

administrator   ~0004627

Oops, put this in the wrong state.

Do let me know (anyone) if you find the late-game golem (4.041+) spawns to be simply too far out-there.

Issue History

Date Modified Username Field Change
Nov 28, 2010 4:16 am SNAFU New Issue
Nov 28, 2010 4:16 am SNAFU File Added: LotS Brutality (Win).sav
Nov 28, 2010 9:36 am TechSY730 Note Added: 0004595
Nov 28, 2010 10:41 am keith.lamothe Note Added: 0004596
Nov 28, 2010 10:42 am keith.lamothe Note Added: 0004597
Nov 29, 2010 12:42 pm keith.lamothe Note Added: 0004626
Nov 29, 2010 12:42 pm keith.lamothe Assigned To => keith.lamothe
Nov 29, 2010 12:42 pm keith.lamothe Status new => feedback
Nov 29, 2010 12:43 pm keith.lamothe Note Added: 0004627
Nov 29, 2010 12:43 pm keith.lamothe Status feedback => resolved
Nov 29, 2010 12:43 pm keith.lamothe Resolution open => fixed
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue