View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021297 | AI War 2 | Balance Issue | Jun 16, 2019 12:36 am | Jul 4, 2019 2:48 pm | |
Reporter | wm46 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.873 Battlestation Overhaul | ||||
Summary | 0021297: Mk 6 and Mk 7 planets get obscene amounts of Guardians | ||||
Description | Mk 5 planets will get a "reasonable" amount of guardians, like 10-15 guardians, but starting with Mk 6 planets, they start getting +50 guardians. It's pretty easy to see the effect just from the galaxy map too, an Mk 5 planet will have 50-70 strength of ships, and Mk 6 with have sometimes 150 strength of ships. Save game attached (also do note, you will die in a few minutes in the save game if you don't debug kill the AI ships, 150 strength reprisal...) | ||||
Tags | No tags attached. | ||||
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Also, I failed to attach a save file... I was very tired that night. |
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I agree, there are WAY to many guardians on mk6 and mk7 planets. And if you fail to destroy them all, they join threat fleet and will rush you down. while i have no problem with the latter part, the former kind of becomes a brick wall. mk3-5 planet guardians are fine as is, with the power nerf to those marks, they pose a challenge, but marking up your own units matches them just fine. but mk6 planets straight up can't be penetrated until you have several mk4 units or heavily invested into arks/golems. I highly suggest removing about at least 50% of the guardians on these planets. |
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So there's logic in DoInitialOrReconquest_DefenseSeeding_Guardians that says FInt guardianAIToPurchaseCostBudget = this.GetAICostPurchaseCapForBudgetType( ThisPlanet, faction, ReinforcementType.Guardian ) / 2; int markLevel = ThisPlanet.MarkLevelForAIOnly.Ordinal; if ( markLevel < 3 ) guardianAIToPurchaseCostBudget /= 4; else if ( markLevel < 4 ) guardianAIToPurchaseCostBudget /= 4; else if ( markLevel < 5 ) guardianAIToPurchaseCostBudget /= 5; else if ( markLevel < 6 ) guardianAIToPurchaseCostBudget /= 3; I really really don't like random multipliers like this in the C#. It makes it very opaque for balancing. |
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What does this look like balance wise with the guardians? |
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I'm also not a fan of the random multipliers in C#, it gets confusing for sure. And there shouldn't be many guardians on the lower mark levels in general. If anything, I would do something like: FInt guardianAIToPurchaseCostBudget = this.GetAICostPurchaseCapForBudgetType( ThisPlanet, faction, ReinforcementType.Guardian ) / 2; int markLevel = ThisPlanet.MarkLevelForAIOnly.Ordinal; if ( markLevel < 3 ) guardianAIToPurchaseCostBudget /= 8; else if ( markLevel < 4 ) guardianAIToPurchaseCostBudget /= 7; else if ( markLevel < 5 ) guardianAIToPurchaseCostBudget /= 6; else if ( markLevel < 6 ) guardianAIToPurchaseCostBudget /= 5; else guardianAIToPurchaseCostBudget /= 4; However, I'm not sure if that would reduce the _absolute_ number of guardians overall or not. Quinn, did you implement something vaguely along these lines? I haven't checked your save there, but the above would be one potential bandaid to start out with, or a more elegant solution is also welcome. |
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That's pretty much what I did, yea. I just left the other numbers the same and set the last else to be one less than the lowest number already listed. The way it is set up is all kinds of confusing. |
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Thanks! * The guardian purchase budget has been vastly reduced in general. It's still using some internal multipliers in the code, which is less than ideal, but we'll deal with that later. For now the code should be resulting in many fewer guardians on all planets, but in particular not the insane numbers on mark 6 and 7 planets that you saw before. |
Date Modified | Username | Field | Change |
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Jun 16, 2019 12:36 am | wm46 | New Issue | |
Jun 16, 2019 9:42 am | wm46 | File Added: Guardians On T6_T7.save | |
Jun 16, 2019 9:42 am | wm46 | Note Added: 0051917 | |
Jun 18, 2019 12:46 pm | DEMOCRACY_DEMOCRACY | Note Added: 0051920 | |
Jun 18, 2019 3:25 pm | BadgerBadger | Note Added: 0051922 | |
Jun 18, 2019 3:27 pm | BadgerBadger | Note Edited: 0051922 | |
Jul 4, 2019 12:50 am | Dominus Arbitrationis | File Added: ReduceStrengthGuardians.save | |
Jul 4, 2019 12:50 am | Dominus Arbitrationis | Note Added: 0052024 | |
Jul 4, 2019 2:16 pm | Chris_McElligottPark | Note Added: 0052034 | |
Jul 4, 2019 2:25 pm | Dominus Arbitrationis | Note Added: 0052035 | |
Jul 4, 2019 2:48 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 4, 2019 2:48 pm | Chris_McElligottPark | Status | new => resolved |
Jul 4, 2019 2:48 pm | Chris_McElligottPark | Resolution | open => fixed |
Jul 4, 2019 2:48 pm | Chris_McElligottPark | Fixed in Version | => 0.873 Battlestation Overhaul |
Jul 4, 2019 2:48 pm | Chris_McElligottPark | Note Added: 0052038 |