View Issue Details

IDProjectCategoryLast Update
0022652AI War 2Bug - GameplayJan 26, 2020 3:03 am
ReporterArnaudB Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version1.304 So You Like Combat Engineers? 
Fixed in VersionBETA 1.312 Stop Threatening Me 
Summary0022652: Defeated AI's fleets still join remaining AI Homeworlds
DescriptionA somewhat problematic issue that still happens. Whether an AI is in civil war or a defeated AI goes rogue, its fleets will regenerate on the remaining AI homeworlds. This does takes a while or possibly an AIP Mark increase but it lead to some absurdly tough AI Homeworlds.

I did manage to get around them in this 9/7 setup but it required a lot of timing, tech farming on neutral planets, excessive AIP reduction and a powerful economy. It's a lot less blatant with Warden and Hunter fleet at intensity 5 rather than 9 and 7 like here. With distractions it remains 'doable' to assassinate the Guard posts then Overseer, but it feels like disproportionately difficult. It's also weird to see Orange and Yellow fight together in this monster blob, while they're fighting over territory in Yellow's former homeworld.

I am somewhat annoyed by this because it gets worse with more AIs. Four or Five AIs setups get... kind of difficult to finish with five times Warden/Hunter/Praetorian on a single Homeworld at mark six or seven.
TagsNo tags attached.

Relationships

related to 0022431 resolvedBadgerBadger Apparently Hunter/Warden from dead AIs in Civil War join their enemies? 

Activities

ArnaudB

Jan 17, 2020 12:24 pm

manager  

20200117181104_1.jpg (685,710 bytes)
20200117181007_1.jpg (707,303 bytes)
Autosave.37800.rar (655,871 bytes)
Autosave.36600.rar (616,904 bytes)
Autosave.37200.rar (645,166 bytes)

Agalyon

Jan 24, 2020 1:03 am

reporter   ~0055756

I had a similar situation. Killed one of two 7 seven AIs, important AI planets went from 20-40 strength to 150 and 700 on the homeworld, up from 300. The first AI was extremely easy, and the second was a total nightmare. Most of the threat also ends up just attacking planets with 150+ incursions with no wave time to plan for.

BadgerBadger

Jan 25, 2020 1:13 pm

manager   ~0055767

 AI sub-factions (praetorian/hunter/warden) no longer join other AIs when their overlord dies. Instead they go rogue like the original AI. The praetorian stops doing anything except fighting on its current planets, but the hunter and warden will remain active

ArnaudB

Jan 25, 2020 3:18 pm

manager   ~0055769

Thank you very much. I was eagerly waiting for this change. It's going to make multi-AIs games far less frustrating and much more fun.

BadgerBadger

Jan 26, 2020 3:03 am

manager   ~0055775

You can test this now on a beta steam build; I think it's current_beta

Issue History

Date Modified Username Field Change
Jan 17, 2020 12:24 pm ArnaudB New Issue
Jan 17, 2020 12:24 pm ArnaudB File Added: 20200117181104_1.jpg
Jan 17, 2020 12:24 pm ArnaudB File Added: 20200117181007_1.jpg
Jan 17, 2020 12:24 pm ArnaudB File Added: Autosave.37800.rar
Jan 17, 2020 12:24 pm ArnaudB File Added: Autosave.36600.rar
Jan 17, 2020 12:24 pm ArnaudB File Added: Autosave.37200.rar
Jan 23, 2020 11:50 am BadgerBadger Relationship added related to 0022431
Jan 24, 2020 1:03 am Agalyon Note Added: 0055756
Jan 25, 2020 1:13 pm BadgerBadger Assigned To => BadgerBadger
Jan 25, 2020 1:13 pm BadgerBadger Status new => resolved
Jan 25, 2020 1:13 pm BadgerBadger Resolution open => fixed
Jan 25, 2020 1:13 pm BadgerBadger Fixed in Version => BETA 1.312 Stop Threatening Me
Jan 25, 2020 1:13 pm BadgerBadger Note Added: 0055767
Jan 25, 2020 3:18 pm ArnaudB Note Added: 0055769
Jan 26, 2020 3:03 am BadgerBadger Note Added: 0055775