View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021453 | AI War 2 | Bug - Gameplay | Aug 3, 2019 10:34 pm | Jan 16, 2020 12:00 pm | |
Reporter | zharmad | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.877 The Strikecraft Goldilocks Zone | ||||
Summary | 0021453: Mercenaries do not inherit player tech level | ||||
Description | As advised from: https://forums.arcengames.com/ai-war-ii/ideas-for-mercs/ Here is a save from 0.877, tested at the level of completion. The available mercs include Sentinel Gunboats, for which I have Mk-3. I also unlocked Melee once to see if the saws upgrade to mark-II. Neither do, are report in game as mark I with lower stats. The saves are before and after summoning mercenaries on Metaxas near the player homeworld. | ||||
Tags | No tags attached. | ||||
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Far as I know, Mercenaries use the Strength values to determine the cost of their units. Since that value will increase with their Mark, they will have fewer but more powerful ships, but in the end have the same Strength anyway. EDIT: Confirmed. Starting a new game then hiring Sabre Company gives you 33 Pulsar Tanks. Setting those Tanks to start at Mark 7 causes you to only get 7. Result is, if applicable they will have higher bonus multipliers and suffer less attrition, but are much weaker to things like Spider and Tractor effects. |
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Wait, this bug report was that merc units always spawn at level 1. Puffin, are you observing Mercs to start with higher mark levels? |
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No. I changed the Sabre Company unit to start at Mark 7. |
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It looks like the game is no longer respecting the InheritsTechUpgradesFromPlayerFactions flag one can set on a minor faction. At a guess, this was broken by the change to Fleets. |
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I would hope that the strength_aip_multiplier would make up for the strength issue? |
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If I recall, that flag was created during the original Fleets update. I don't think it would. That'd increase their strength in general, but upgrading their Mark still results in the same strength value in the end, just concentrated in fewer ships. Essentially what happened to the AI planets before Fleets. |
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Yeah, but the strength should be consistently going up over time as the AIP increases. So if I originally spawned (say) 5 strength of mark 1 units, and then down the road I'm spawning 50 strength of mark 3 units, I should still get a good number of units. |
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Aye, you would. Just the Mark increase isn't doing anything really, and as noted above, with Paralysis and similar on the field, it'd be worse. |
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This should be giving them the same amount of strength as if they were mark 1, if this were working properly. Basically if it was giving you 33 at mark 1,it should give you 33 at mark 7, too. But that was probably an oversight on my part. The actual inheritance of techs I'm not sure was ever fully tested, as I think I added that during the fleets upgrades but I don't think I ever tested to see that it worked. Evidently there's a typo in there somewhere on that one. |
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Huhm. So they should be using the base strength? Wasn't that added just recently for Counter Attacks? I don't recall testing it either. |
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That was indeed just added recently for counterattacks. In this case I mean "should" in the sense of "I just thought of this and this is how it should be based on where my head has been at for a while, but I never did anything to the code to make that the case." |
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Ah, got it. In that case there is no problem / oddity that I can think of currently. Still all the other stuff with Mercs, being kept in reserve all the time, and my own behaviour of only ever wanting to use them at high AIP...wonder if it'd be better to just "frontload" their power? Make the initial strength value much higher, and tone down the scaling. Make them last shorter times, but increase the hire count? |
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Well, the first part is still broken, in that the InheritsTechUpgradesFromPlayerFactions is not working. And then the second stuff with my intent for them needs to be implemented, as it is a deficiency in the implementation (something that was in my head but never got implemented), even if not a traditional bug per se. --- As to your second comment, I could see that sort of working, but I do worry about the early game becoming too easy. Mercs are too weak in general, but I'd like to get them working properly in the mid and late game before we buff them too much I guess. |
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Fair enough. I have noticed myself that I stopped caring for them lately. |
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I'm pretty sure the mercenary unit spawning mechanism GameEntity_Squad entity = GameEntity_Squad.CreateNew( spawnFaction, entityData, entityData.MarkFor( pFaction.Faction.CurrentGeneralMarkLevel ), spawnFaction.Faction.LooseFleet, point, Context ); or GameEntity_Squad entity = GameEntity_Squad.CreateNew( spawnFaction, entityData, entityData.MarkFor( spawnFaction ), spawnFaction.Faction.LooseFleet, point, Context ); no longer works with the new Fleets tech system. |
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StarKelp got this when he redid Outguard. |
Date Modified | Username | Field | Change |
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Aug 3, 2019 10:34 pm | zharmad | New Issue | |
Aug 3, 2019 10:34 pm | zharmad | File Added: TestB1.save | |
Aug 3, 2019 10:34 pm | zharmad | File Added: TestB1.savemet | |
Aug 3, 2019 10:34 pm | zharmad | File Added: TestB1after.save | |
Aug 3, 2019 10:34 pm | zharmad | File Added: TestB1after.savemet | |
Aug 4, 2019 7:55 am | RocketAssistedPuffin | Note Added: 0052396 | |
Aug 4, 2019 8:00 am | RocketAssistedPuffin | Note Edited: 0052396 | |
Aug 4, 2019 11:18 am | BadgerBadger | Note Added: 0052398 | |
Aug 4, 2019 11:23 am | RocketAssistedPuffin | Note Added: 0052399 | |
Aug 5, 2019 6:19 pm | BadgerBadger | Assigned To | => Chris_McElligottPark |
Aug 5, 2019 6:19 pm | BadgerBadger | Status | new => assigned |
Aug 5, 2019 6:19 pm | BadgerBadger | Note Added: 0052417 | |
Aug 5, 2019 6:26 pm | BadgerBadger | Note Added: 0052418 | |
Aug 5, 2019 6:46 pm | RocketAssistedPuffin | Note Added: 0052419 | |
Aug 5, 2019 6:56 pm | BadgerBadger | Note Added: 0052420 | |
Aug 5, 2019 7:05 pm | RocketAssistedPuffin | Note Added: 0052421 | |
Aug 5, 2019 7:06 pm | Chris_McElligottPark | Note Added: 0052422 | |
Aug 5, 2019 7:14 pm | RocketAssistedPuffin | Note Added: 0052428 | |
Aug 5, 2019 7:17 pm | Chris_McElligottPark | Note Added: 0052431 | |
Aug 5, 2019 7:22 pm | RocketAssistedPuffin | Note Added: 0052432 | |
Aug 5, 2019 7:39 pm | Chris_McElligottPark | Note Added: 0052433 | |
Aug 5, 2019 8:10 pm | RocketAssistedPuffin | Note Added: 0052437 | |
Aug 8, 2019 6:08 pm | BadgerBadger | Note Added: 0052491 | |
Jan 16, 2020 12:00 pm | RocketAssistedPuffin | Status | assigned => resolved |
Jan 16, 2020 12:00 pm | RocketAssistedPuffin | Resolution | open => fixed |
Jan 16, 2020 12:00 pm | RocketAssistedPuffin | Note Added: 0055613 |