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IDProjectCategoryLast Update
0021329AI War 2Gameplay IdeaJul 4, 2019 3:41 pm
ReporterChris_McElligottPark Assigned ToDominus Arbitrationis  
Status resolvedResolutionfixed 
Product Version0.871 More Control, Part 1 
Fixed in Version0.873 Battlestation Overhaul 
Summary0021329: New Capturable: Major Data Center
DescriptionIf you hold the planet it is on, then it would reduce the AIP by 4x the amount of a normal data center... but the AIP would go back up to normal if you ever lose the planet. And if this thing dies (it would be captured to your team and thus attacked by enemies), you'd also again lose the reduction.

This is in the spirit of things that you can capture and hold but that are gone forever if they die. More interesting options out there in the galaxy to find and deal with are good.

Thanks to both RocketAssistedPuffin for pointing out the lack of things that can die permanently, and AnnoyingOrange for pointing out the lack of things that reduce AIP, thus making the AIP floor not all that useful.
TagsNo tags attached.

Relationships

child of 0021310 resolvedChris_McElligottPark Fleets Phase 3 - Parent 

Activities

Dominus Arbitrationis

Jul 4, 2019 11:32 am

administrator   ~0052026

I have this unit all set up and ready to go as listed below. All I need now is how many to see across the galaxy, and I can push it.

Currently, it is a neutral object on planets that can be claimed for -80 AIP (AIP goes down by 80 when you claim it. I added logic supporting negative AIP on claim as well), but raises AIP by 80 when it dies. This change does affect the AIP floor, however. It is automatically targeted by the AI as "IrreplaceableResourceGeneration", but not bothered by human units. Once it dies, it is gone forever, it does NOT revert to unclaimed or anything like that.

Chris_McElligottPark

Jul 4, 2019 1:15 pm

administrator   ~0052027

Awesome, thank you for implementing that!!

* There is a new Destroyables section of the lobby options that is used for letting you configure some things that we were previously hardcoding into AI difficulties.
** Normal Data Centers (0-6, default 6)
*** Data Centers are scattered around the galaxy and are something you can use to lower the AI Progress (AIP) if you raid and destroy them. The number of these used to vary by AI difficulty, but that wasn't entirely fair because you need AIP reduction equally at all difficulty levels. The default is now the new maximum (6), but if you want a harder game you can reduce the number of data centers as far as zero if you really so desire.
**** Note that in prior versions it would give you 8 on difficulty 1, and 6 by difficulty 3, but by difficulty 7 and up it was always 4 or fewer. People definitely were wanting to have more AIP reduction opportunities, which is more inline with the first game.
*** Major Data Centers
**** Major Data Centers are scattered around the galaxy, and come with a lot more of a risk/reward dynamic. If you capture and hold them, the AI Progress (AIP) drops by a massive amount. But the AI will start targeting them, and if they are ever destroyed after you capture them, the AIP goes UP by that huge amount that it was previously reduced.
**** More of these being seeded can give you more chances to seriously reduce the AIP, but can also put you in the position of having to capture them when you don't really want to. The default of 2 is a good balance against this.
**** Technically these are more of a capturable than a destroyable, but they are destroyable by the AI and in the same spirit of most of the other destroyables, so for the sake of organization this seemed good.

Chris_McElligottPark

Jul 4, 2019 1:29 pm

administrator   ~0052028

* The tooltips in the intel tab for the coprocessors and data centers are now a lot more informative and actually explain how much they reduce the AIP by.
** There are now intel tab tooltips for major data centers, explaining how those work without you having to go and find them in the galaxy by hand.

Dominus Arbitrationis

Jul 4, 2019 1:33 pm

administrator   ~0052029

* Major data centers now die alongside the command station. Should make players a bit more cautious, and goes along with the idea in the main idea.

Chris_McElligottPark

Jul 4, 2019 2:02 pm

administrator   ~0052032

Does this cause them to die when the AI command station dies? What about when I scrap my command station, or when I switch command station types? I'm unsure about this change from those directions, but it does make it so there is some added tension, that's true.

Dominus Arbitrationis

Jul 4, 2019 2:28 pm

administrator   ~0052036

Apparently, without additional changes, it would cause it to die with the AI station. I saw that, and I added in a fix, but forgot to commit it.

entity.Planet.DoForEntities( EntityRollupType.AutomaticallyDiesWithCommandStation, otherEntity =>
            {
                if (otherEntity.HasNotYetBeenFullyClaimed && otherEntity.TypeData.GetHasTag("MajorDataCenter"))
                    return DelReturn.Continue;
                otherEntity.Die( Context, false, FiringSystemOrNull );
                return DelReturn.Continue;
            } );


The Claimed bit was what I added to fix that issue. I got really specific, since I wasn't sure if we wanted that functionality for other things, so I specified ONLY MajorDataCenters that are not yet claimed survive destruction of the command station. The moment you capture the planet, control switches to you, making the first half of the If false, so it works normally and just dies. Would you like that committed, or leave it where the stations can die without impacting the MajorDataCenter?

Chris_McElligottPark

Jul 4, 2019 2:45 pm

administrator   ~0052037

I would make a new xml flag that is something like DoesNotDieWithCommandStationsIfNotYetClaimed in the C# side rather than using otherEntity.TypeData.GetHasTag("MajorDataCenter"). Other than that, it all looks good. That way other ships can use it, and we don't have random tags being used in the internal codebase.

Dominus Arbitrationis

Jul 4, 2019 3:33 pm

administrator   ~0052040

That new XML flag appears to be working based on mine and Puffin's testing.

Chris_McElligottPark

Jul 4, 2019 3:41 pm

administrator   ~0052041

Sweeet! Thanks for that. :)

Issue History

Date Modified Username Field Change
Jun 25, 2019 1:50 pm Chris_McElligottPark New Issue
Jun 25, 2019 1:50 pm Chris_McElligottPark Status new => assigned
Jun 25, 2019 1:50 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 25, 2019 1:51 pm Chris_McElligottPark Description Updated
Jun 25, 2019 1:51 pm Chris_McElligottPark Relationship added child of 0021310
Jul 4, 2019 11:14 am Dominus Arbitrationis Assigned To Chris_McElligottPark => Dominus Arbitrationis
Jul 4, 2019 11:32 am Dominus Arbitrationis Note Added: 0052026
Jul 4, 2019 1:15 pm Chris_McElligottPark Note Added: 0052027
Jul 4, 2019 1:24 pm Dominus Arbitrationis Status assigned => resolved
Jul 4, 2019 1:24 pm Dominus Arbitrationis Resolution open => fixed
Jul 4, 2019 1:24 pm Dominus Arbitrationis Fixed in Version => 0.873 Battlestation Overhaul
Jul 4, 2019 1:29 pm Chris_McElligottPark Note Added: 0052028
Jul 4, 2019 1:33 pm Dominus Arbitrationis Note Added: 0052029
Jul 4, 2019 2:02 pm Chris_McElligottPark Note Added: 0052032
Jul 4, 2019 2:28 pm Dominus Arbitrationis Note Added: 0052036
Jul 4, 2019 2:45 pm Chris_McElligottPark Note Added: 0052037
Jul 4, 2019 3:33 pm Dominus Arbitrationis Note Added: 0052040
Jul 4, 2019 3:41 pm Chris_McElligottPark Note Added: 0052041