View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023620 | AI War 2 | Gameplay Issue | Aug 30, 2020 1:51 pm | Sep 1, 2020 5:42 pm | |
Reporter | Lord Of Nothing | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.130 Civilian Industries | ||||
Fixed in Version | 2.130 Redux: Dutch Cities and Softer Eyeballs | ||||
Summary | 0023620: AI Eyes are seriously making me cross. | ||||
Description | Copied over from Discord. Okay, I've never liked AI eyes, in Classic or 2, especially since I feel 2 has more than enough reasons not to clump all your forces, unlike Classic, but I've always put up with them (And I have enjoyed the time when they basically don't work). But the new implementation is driving me absolutely nuts, for the simple reason that I find it very hard to control your strength level on a planet to be below that of the AI during the later stages of clearing a planet, unless you scrap ships, which defeats the point, or use turbo raiders, which are A) not available early game and B) Already felt too necessary, and that's without considering the effect that uncontrollable factions like HRF has . And a Plasma eye wipes out ships ferociously fast, the Ion eye isn't so bad, but the plasma is just death. I've tried to clear the planet I am on five times now, and the eye is 80% of my losses, easily, even trying to play around it, and it feels awful. I don't mind keeping the initial attack strength down, within reason, that's just good tactics to keep the threatfleet from growing, but trying to keep the level under the AI's strength is hideously hard and I feel like I'm being punished for using my ships efficiently and achieving good results. I will further point out that classic's eyes used a 2:1 ship ratio, not 1:1. While the comparison is obviously not exact since we use ships, not strength - but strength values are far from an exact science either, there are lots of things they don't take into account, and as a result, some sort of fudge factor is necessary, and a minimum activation value wouldn't hurt either. (Not to mention that classic's eyes dies with the last GP, and didn't need to be smashed down separately.) The save which caused the above rant (Yes, I admit it gets a bit rant-y) is attached. (Well, not quite, I'd ended up overwriting it, this is a new one with the fleet taken out to the same planet again.) There are actually two plasma eyes adjacent to my fleet, of the two It's Faresa that was causing me the grief, but that's mainly because I did Troia before the patch. Details may not be the same anymore, since this is a different time index, but I think you should be able to get an idea. Also, I apologise for the Dark Spire, and the other oddities, this game has been weird already (Which admittedly does reduce it's value as a point of reference.) | ||||
Tags | No tags attached. | ||||
|
|
|
Put me down in the camp of getting incredibly aggravated by the current eye implementation. Anything with a strength over 0000066:0000012 triggers the damn eye when you are hunting that last one or two stealth guard posts. I lose entire fleets to these when I shouldn't be. When a simple singular frigate line is enough to trigger the damn eyes they are quite simply busted. |
|
Let's start with this, and then open a new issue if we still need to do more. (Or reopen this one) Thanks! * Added a new xml tag, external_invulnerability_unit_required_count, which works with external_invulnerability_unit_type or external_invulnerability_unit_tag. ** This basically lets us say that a unit of whatever sort is still protected by others (such as guard posts), but only if there are more than the number specified. ** The default number is 0, which means the previous behavior of "any guard posts present make this invulnerable." ** For AI Eyes, the number is now 3, which means that if there are not at least 4 guard posts remaining on a planet, you can go kill the eye. *** This is pretty huge, because you can now kill just part of the planet and then kill the eye before going to kill everything else. ** If we need to make further adjustments to the Eyes based on the relative ratios of strength of them versus enemies, we can do that in the future, but for now this is a solid start. |
|
Actually, also this: * Further balance adjustment: all AI Eyes are no longer Mark 7 at minimum. They are now Mark 5 at minimum, and if their planet would have a higher mark (6 or 7) then they will instead have those higher marks. I'm not sure this will help existing saves, though. |
|
(Actually, I can now confirm it will NOT help existing saves on that last item.) |
|
FYI, tooltips now indicate you can't kill the eye until there is only one Guard Post left - 2 confer invulnerability, not the four stated here. I don't have a strong opinion on how many is the right number, only saying that it's not implemented as stated. After testing by reducing the planet to 2 Guard Posts, it was in fact vulnerable; so it appears the error is in the tooltip not the functionality. |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 30, 2020 1:51 pm | Lord Of Nothing | New Issue | |
Aug 30, 2020 1:51 pm | Lord Of Nothing | File Added: The Eyes oh the Eyes.save | |
Aug 30, 2020 6:25 pm | CRCGamer | Note Added: 0058303 | |
Aug 31, 2020 11:48 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Aug 31, 2020 11:48 am | Chris_McElligottPark | Status | new => resolved |
Aug 31, 2020 11:48 am | Chris_McElligottPark | Resolution | open => fixed |
Aug 31, 2020 11:48 am | Chris_McElligottPark | Fixed in Version | => 2.130 Redux: Dutch Cities and Softer Eyeballs |
Aug 31, 2020 11:48 am | Chris_McElligottPark | Note Added: 0058318 | |
Aug 31, 2020 12:04 pm | Chris_McElligottPark | Note Added: 0058320 | |
Aug 31, 2020 12:05 pm | Chris_McElligottPark | Note Added: 0058321 | |
Sep 1, 2020 5:42 pm | Strategic Sage | Note Added: 0058335 |