View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020066 | AI War 2 | Suggestion | Aug 30, 2018 3:20 pm | Sep 5, 2018 10:37 am | |
Reporter | HeartHunter7 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.763 Supersized Ship Caps | ||||
Fixed in Version | 0.766 Target Equilibrium | ||||
Summary | 0020066: Ships focus priority | ||||
Description | 1)What do u think about change focusfire ships priority? If, its not hard. If player do not control ships and using autodrive(FRD) or not using. 1-First priority Last - lowest priority Suggestion: Support sheeps. Spiders, V-wings, Inhibiting tesla and other this type ships. 1. One(maximum 2) ship is attacking only one enemy ship 2. Attack most close smallships 3. Attack most close starships 4. Attack most close buildings 5. Attack most close bosships These ships doing support-debuff job. They dont killers and machine for kills. Best logic for them, its debuff as many, as they can enemy ships for give main fleet win battle. Main fleet. Armor ship, space tank, corvettes, raider, sentinel frigates and other units. 1. Attack most close smallships 2. Attack most close starships 3. Attack most close buildings 4. Attack most close bosships They must as fast as they can enemy fleet+its give you kite power, if u will firstnly kills close ships. More specific sheeps. Snipers, ablative gatlings and other ships. 1. Attack most close smallships, if u can use special effect and One(maximum 2) ships is attacking only one enemy ship 2. Attack most close starships, if u can use special effect. 3. Attack most close starships, if u can use special effect and 10(or so much as you need to kill the ship) ships is attacking only one enemy ship 4. Attack most close buildings. 5. Attack most close bosships. Usually, this ship very bad without special effect, that if ships cant do special effect, they ,must thing like main fleet, else they must use the full power of ability power. Invisible ships. Eye, raptors and other ships. Plus need buttom for turn off attack of these ships. 1. Attack most close smallships 2. Attack most close starships 3. Attack most close buildings 4. Attack most close bosships Thats "blademaster" ships, or a little sons. They can be effective before the battle to kill enemy key buildings or units, and then go to home or win battle, if enemy forgot decloak. Turrets need too logic. 2) Ships with FRD+do not moving+if enemy in attack range - using best focusfire in the game, ofcose if enemy doesnot have buildings and starships, but I wrote about it at the top logic and in other threads. I suggest add this logic "ships with FRD+do not moving+if enemy in attack range " to the logic at the top. It givs to units more smart orders, becouse else units will doing stuped job. FRD must have and this logic""ships with FRD+do not moving+if enemy in attack range ", if you will turn off FRD on other steps, your ships will do nothing smart. One more funny screen. Just look and this screen, 99% dont attacking ships. Ships will attacking like zombie only buildings and starships. | ||||
Tags | No tags attached. | ||||
related to | 0020141 | resolved | Chris_McElligottPark | Change priority |
related to | 0019985 | resolved | Chris_McElligottPark | Ships logic. |
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Ships with focus fire logic "ships with FRD+do not moving+if enemy in attack range " must be same effective like ships without FRD and like ships withoit FRD+your ships is moving+enemy still in attack range. |
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Well, if we're talking about wishlists for priority queues, I would prefer these: General: 1. Target closest entity in range that has the highest DPS to health ratio. Ignore things like space tanks and empty forcefields until last. De-prioritise ships under forcefield unless no other ships in range. 2. Move to closest target out of range when the time to move and kill it is less than the time to kill something that is in range. Again, prioritise glass cannons. 3. Ignore wormhole guardians until last, given that it does 2 damage. 4. Ignore empty forcefields until last. V-wings: 1. Disable all non-fleetship assets in range of itself. 2. Disable all fleetship assets in range of itself. 3. Move towards closest non-fleetship asset as a squad, for all ships that are not already occupied. Bombers: 1. Focus fire. Ships travels towards one to three targets at a time, chosen as a group. 2. Target forcefields and other ships with 1:20 health/shield ratios. 3. Target Ships in range that have ~ 1:5 health/shield ratios. 4. Ships in range that have a high damage/low health ratios. 5. Closest ship. Concussion Corvettes: 1. Focus fire turrets or fleetships in range with the highest damage/health ratio. 2. Other assets starting with guardians and guardposts. 3. Ignore forcefields unless no other targets are in range. Assault Starship: 1. Self-destruct. Scout starhips: 1. On FRD mode, target closest cloaked ship that it knows about (e.g. is attacking or has recently attacked). Snipers and other infinite range: 1. Focus fire on a single target at a time, decided as a group. 2. Target other snipers and high priority assets: ion cannons, other sniper/missile turrets/guardians/guardposts 2b. For spider sniping turrets dedicate 1 each to guardians, starships, golems (which you can disable with 1 shot!), etc. 3. When not outnumbered, target furthest non-shield guardposts (or ships that it can do bonus damage against). 3b. When outnumbered, target closest ship to king piece. 3c. When outnumbered, target closest ship to itself. |
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For reference for you guys, this is what it actually uses: <priority name="IgnoreMe" importance_metric="-1" /> <priority name="NormalFleetship" importance_metric="100" /> <priority name="NormalTurret" importance_metric="130" /> <priority name="NormalStarship" importance_metric="150" /> <priority name="BigTurret" importance_metric="180" /> <priority name="MinorResourceGeneration" importance_metric="200" /> <priority name="NormalGuardPost" importance_metric="300" /> <priority name="MidNasty" importance_metric="400" /> <priority name="ShieldGenerator" importance_metric="750" /> <priority name="BigThreateningWeapon" importance_metric="1000" /> <priority name="MajorPlanetLevelObjective" importance_metric="2000" /> <priority name="IrreplaceableMisc" importance_metric="2500" /> <priority name="IrreplaceableResourceGeneration" importance_metric="3000" /> <priority name="IrreplaceableAIPIncreaser" importance_metric="3000" /> <priority name="IrreplaceableBigAsTheyCome" importance_metric="4000" /> <priority name="MajorFullGameObjective_SlightlyLower" importance_metric="6000" /> <priority name="MajorFullGameObjective" importance_metric="8000" /> Units are given these target priorities. I think the game is set up so that occasionally units will go for other things. Mercenaries will really gang up on shields, but a few will go for other targets as an example. So yeah, it'd require a fair bit of changing. I don't understand the C#, so this is about all I can give. Though...humm, if you see this Chris, this feels a little abusable - the hole in the wall, as the same example I've read used in talking about Classic. You could probably shield the highest priority unit with everything, and the AI'll happily waste everything on it while being shot to pieces. This is, if people actually look at this kind of thing and get the idea to do that. Classic had a case of it with Command Stations in general, but of course that's the AIs target. This'd be doable I think even without command stations. |
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More targeting work to come, but this should solve a lot of it: * Logic has been added to the game that should make the human forces always target enemies as if they are in FRD-mode, versus spreading damage around evenly. This requires further testing to make sure that we actually got the issue, though. * Targeting weights for FRD units (on the player side) is now completely different from the targeting weights used by the non-player factions. ** The AIs and humans simply have very different goals in how they fight, so letting them weight things differently makes a lot of sense. * For every forcefield that a ship is protected by, it now gets its priority divided by 3 if it's a player doing the targeting, or by 5 if it's an AI doing the attacking. ** This makes the AI in particular a lot less cheesable by sticking key ships under forcefields, and it makes your FRD units also behave more intelligently. Thanks! |
Date Modified | Username | Field | Change |
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Aug 30, 2018 3:20 pm | HeartHunter7 | New Issue | |
Aug 30, 2018 3:20 pm | HeartHunter7 | File Added: focuspokus.png | |
Aug 30, 2018 4:03 pm | HeartHunter7 | Note Added: 0048618 | |
Sep 1, 2018 9:44 am | zharmad | Note Added: 0048692 | |
Sep 1, 2018 1:24 pm | RocketAssistedPuffin | Note Added: 0048694 | |
Sep 5, 2018 10:35 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 5, 2018 10:35 am | Chris_McElligottPark | Status | new => resolved |
Sep 5, 2018 10:35 am | Chris_McElligottPark | Resolution | open => fixed |
Sep 5, 2018 10:35 am | Chris_McElligottPark | Fixed in Version | => 0.766 Target Equilibrium |
Sep 5, 2018 10:35 am | Chris_McElligottPark | Note Added: 0048840 | |
Sep 5, 2018 10:37 am | Chris_McElligottPark | Relationship added | related to 0020141 |
Sep 5, 2018 10:37 am | Chris_McElligottPark | Relationship added | related to 0019985 |