View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019664 | AI War 2 | Gameplay Idea | Jun 30, 2018 12:29 am | Jul 1, 2018 10:39 am | |
Reporter | Ovalcircle | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.746 Disposing of the Invisible Man | ||||
Summary | 0019664: Make Marauders a little stronger | ||||
Description | I put them on intensity 10, and all they did was launch attacks of 500-1k strength every minute at AI planets of 6k strength and up. Default AI options. They even attacked the AI homeworld once, though they got instantly annihilated. Please buff them on higher intensities, they are really weak. | ||||
Tags | No tags attached. | ||||
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So the marauder "choose planet to attack" code apparently needs some tweaks, it should only go for targets that it could potentially defeat. Perhaps the Braveness is just set too high? Also I need to buff the maxBudget. |
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Fixed in .747. This was a good catch. The Marauders check the defenses on a planet before they consider attacking it to see if they think they can win. Unfortunately I was doing the defense check incorrectly, so it was just picking planets at random. I also buffed them. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 30, 2018 12:29 am | Ovalcircle | New Issue | |
Jun 30, 2018 9:45 am | BadgerBadger | Note Added: 0047651 | |
Jun 30, 2018 9:47 am | BadgerBadger | Note Edited: 0047651 | |
Jul 1, 2018 10:39 am | BadgerBadger | Assigned To | => BadgerBadger |
Jul 1, 2018 10:39 am | BadgerBadger | Status | new => resolved |
Jul 1, 2018 10:39 am | BadgerBadger | Resolution | open => fixed |
Jul 1, 2018 10:39 am | BadgerBadger | Note Added: 0047657 | |
Jul 1, 2018 10:39 am | BadgerBadger | Note Edited: 0047657 |