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IDProjectCategoryLast Update
0001838AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsJan 17, 2011 10:12 am
ReporterShdNx Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Fixed in Version4.068 
Summary0001838: Zombies and other uncontrollable ships shouldn't cause the AI to counterattack
Description(From: http://www.arcengames.com/forums/index.php/topic,7793.0.html)

Currently using Botnet Golems is an excellent way of shooting your own leg off (or planets, in this case): zombies travel from planet to planet, regardless of whether it's an allied, neutral or hostile planet, and engage any hostile units.
While since a recent update they don't trigger raid engines anymore, they still anger a lot of AI units who come back attacking.

Combine that with some incoming waves, and 20+ human-controlled planets scattered around the galaxy, you're guaranteed to lose several planets, and may as well lose the game (as I did, when 200 mark IV and V ships came to my home planet, half of them cutlasses - didn't have enough ships nearby to stop them from destroying my command station).

So here are some ideas of how could this be fixed (none of them is a really good solution in my opinion, but could give you some hints):
 - Zombies should patrol allied planets, and shouldn't visit enemy or neutral planets. (Suggested by shugyosha on the forums)
 - Zombies should follow the botnet golem, or any mobile allied ships on the planet, and protect them. (If a ship being followed is loaded into a transport, the zombie should switch to following the transport, obviously.)

Maybe you could also give zombies a limited lifetime, to balance this.
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ShdNx

Dec 5, 2010 6:05 am

reporter   ~0005318

A friend of mine suggested the best-idea-so-far (in my opinion):

The zombies created should remain on the planet where they were created, in FRD, but cannot travel across planets, and are destroyed when the botnet golem leaves the planet.

Or, maybe, they would follow the botnet golem across planets as well, but each jump would cause them 33% or 50% health loss (unrepairable). This would also limit their power.

The problem with the other solutions is that they would make the botnet golem way overpowered, but I think this one is a good compromise.

Fleet

Dec 5, 2010 9:53 am

reporter   ~0005327

I would like to see the bots restricted to 1 hop away from the botnet golem. Any more, and they lose power or suffer attrition. They are still not directly controllable, but a waypoint to a planet on or adjacent to the golem would be a higher priority than attacking enemies on the current planet (if golem moved away).

Chris_McElligottPark

Dec 15, 2010 8:28 pm

administrator   ~0006278

I'm not at all in favor of restricting the zombie behavior, that's not really on the table. However, them stirring up counterattacks, etc, should not be happening. Does anyone have a save where they are stirring up AI units? As of recent versions, possibly after the one you're referring to with the raid engines, they really shouldn't be stirring up much of anything. If they are, that's the bug...

Chris_McElligottPark

Jan 7, 2011 1:20 pm

administrator   ~0007704

No one has a save for this?

BobTheJanitor

Jan 9, 2011 2:42 am

reporter  

botnet omg.sav (319,311 bytes)

BobTheJanitor

Jan 9, 2011 2:46 am

reporter   ~0008067

I uploaded one from a situation I just had tonight. I'm not sure if my planet names come along with this or not, but if you follow the planets off to the left from my homeworld you should see a stream of ships inbound from at least 4 hops away. Possibly further, but that's the limit of my scouting so far. This is from the botnet golem being used recently to fend off a wave of only 50-100 ships, giving me that big shiny 900+ threat. The zombie ships went crazy, flying off several hops in every direction. Needless to say, that golem is staying powered down for now.

BobTheJanitor

Jan 11, 2011 5:17 pm

reporter   ~0008267

A note on that save, since I've now scouted out further and can see what's over there. It looks like the zombie ships may have made their way to a Dyson Sphere planet and woken it up. Are they supposed to do this? By the time my scouts got out there, there were about 800 AI ships spawned there fighting the Dyson gatlings. I don't know if that helped to trigger the other AI ships that came after me, but this may be a secondary issue to look at.

Chris_McElligottPark

Jan 16, 2011 12:46 am

administrator   ~0008632

Thanks!

* When a zombie ship damages an enemy, that enemy will no longer be angered/antagonized into abandoning its guard posts. This was a major problem for the botnet golems and similar.

Issue History

Date Modified Username Field Change
Dec 5, 2010 5:39 am ShdNx New Issue
Dec 5, 2010 6:05 am ShdNx Note Added: 0005318
Dec 5, 2010 9:53 am Fleet Note Added: 0005327
Dec 15, 2010 8:28 pm Chris_McElligottPark Note Added: 0006278
Dec 15, 2010 8:28 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 15, 2010 8:28 pm Chris_McElligottPark Status new => feedback
Jan 7, 2011 1:20 pm Chris_McElligottPark Note Added: 0007704
Jan 9, 2011 2:42 am BobTheJanitor File Added: botnet omg.sav
Jan 9, 2011 2:46 am BobTheJanitor Note Added: 0008067
Jan 11, 2011 5:17 pm BobTheJanitor Note Added: 0008267
Jan 16, 2011 12:46 am Chris_McElligottPark Note Added: 0008632
Jan 16, 2011 12:46 am Chris_McElligottPark Status feedback => resolved
Jan 16, 2011 12:46 am Chris_McElligottPark Fixed in Version => 4.068
Jan 16, 2011 12:46 am Chris_McElligottPark Resolution open => fixed