View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021343 | AI War 2 | Balance Issue | Jul 2, 2019 8:54 pm | Jul 3, 2019 10:56 am | |
Reporter | ptarth | Assigned To | |||
Status | closed | Resolution | no change required | ||
Product Version | 0.871 More Control, Part 1 | ||||
Summary | 0021343: Should Zombies produce salvage? | ||||
Description | Currently Zombies produce salvage for the AI (at least it looks like it did in testing, I can't enable the AI salvage to view to validate). Current Zombies AI is purposefully unintelligent and causes them to raid the AI at regular intervals. These raids are under strength, and generally cause no material damage against the AI. However, the AI is able to generate salvage from it, which can go into Reprisal waves. So, it seems that either the zombies shouldn't generate salvage or zombies should have smarter raid behaviors. I'm not sure about anti-player zombies, or similar entities. | ||||
Tags | No tags attached. | ||||
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Not sure if this is new, but it looks like they already don't: debugStage = 4200; if ( entity.Planet.GetIsControlledByFactionType( FactionType.Player ) ) { debugStage = 4300; //If this is on a player planet, give it PlayerSalvage for any non-player unit that dies if ( entity.PlanetFaction.Faction.ControlledByPlayerAccounts_DuringGame.Count == 0 ) { entity.Planet.PlayerSalvage += entity.DataForMark.StrengthPerSquad * ExternalConstants.Instance.PlayerSalvageMultiplier; if ( debug ) ArcenDebugging.ArcenDebugLogSingleLine( entity.TypeData.InternalName + " with strength "+ entity.DataForMark.StrengthPerSquad + " * multiplier " + ExternalConstants.Instance.PlayerSalvageMultiplier + " just died on player planet " + entity.Planet.Name + ". PlayerSalvage is now " + entity.Planet.PlayerSalvage, Verbosity.DoNotShow ); } } else if ( entity.Planet.GetIsControlledByFactionType( FactionType.AI ) && entityOwningFaction != null) { debugStage = 4400; AISentinelsExternalData sentinels = entity.Planet.GetControllingFaction().GetSentinelsExternal(); if ( sentinels != null && sentinels.AIDifficulty.AIPUnlockReprisalWave <= sentinels.AIProgress_Effective ) //Note that this is on a per-faction AIP basis, not the highest of any faction { debugStage = 4500; //if the thing killed is a player unit on an AI planet, and the AIP is high enough, give the AI salvage //We don't give salvage for non-player units (otherwise the Devourer or Marauders will trigger reprisal waves) if ( entityOwningFaction.ControlledByPlayerAccounts_DuringGame.Count > 0 ) { debugStage = 4600; FInt updateAmount = entity.DataForMark.StrengthPerSquad * ExternalConstants.Instance.AISalvageMultiplier; entity.Planet.AISalvage += updateAmount; entity.Planet.SecondLastUpdatedAISalvage = World_AIW2.Instance.GameSecond; if ( debug ) ArcenDebugging.ArcenDebugLogSingleLine( entity.TypeData.InternalName + " with strength "+ entity.DataForMark.StrengthPerSquad + " * multiplier " + ExternalConstants.Instance.AISalvageMultiplier + " = " + updateAmount + " just died on ai planet " + entity.Planet.Name + " set this-planet AISalvage to " + entity.Planet.AISalvage + " total AI salvage " + sentinels.StoredSalvage, Verbosity.DoNotShow ); } } } |
Date Modified | Username | Field | Change |
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Jul 2, 2019 8:54 pm | ptarth | New Issue | |
Jul 3, 2019 10:56 am | Chris_McElligottPark | Status | new => closed |
Jul 3, 2019 10:56 am | Chris_McElligottPark | Resolution | open => no change required |
Jul 3, 2019 10:56 am | Chris_McElligottPark | Note Added: 0052008 |