View Issue Details

IDProjectCategoryLast Update
0024024AI War 2Balance IssueOct 26, 2020 8:42 pm
ReporterGreatYng Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version2.618 Astro Reserve Tuning 
Fixed in VersionBeta 2.622 Hangar Ship Diversity 
Summary0024024: The number of guards accompanying an Astro Train is getting a bit out of hand
DescriptionI have the Astro Train faction set to intensity 10, but I still expected most of the difficulty to come from their projects or the Trains themselves. I read in the changelog that the number of guards increases as Trains get killed, but at this point they are far more dangerous than the Trains themselves. I fear the Guards more than the finished Astro Train projects. These Train Guards can and will solo an entire planet, without needing any extra AI attention. I faced high Mark heavy Astro Trains before in a previous campaign and those were pretty intimidating even when the Seeker Turrets were still OP; at this point in the campaign I've only just gotten to Mark 2 Medium Trains.

In 'Trains Guards' there is a Combat Astro Train on Huinen along with 99 Train Guards, and another 139 on the planet next door that have yet to come over. That's 238 Train Guards for one train. Also the Train itself is directly targeting structures on the planet, it's not just moving on along a fixed route anymore. Other Train types do this as well, but this only happens on planets with an Astro Train Stations.

In 'Train Guards 2' there are 187 Guards at Uden (and some may already have died). They pretty much nuked the Mark 4 Lost Spire Frigate that happened to be at the wormhole.

In 'Train Guards 3' I have the misfortune of there being two trains on the planet of Ulvenhout at the same time, but there is no station so the Trains themselves keep following their route. There are still 435 Train Guards at the planet, half of which are Mark 2 so that's 215 strength worth of Guards. I don't think the Trains are very old either, meaning they got those Guards together quickly as well. Also the Mark 2 Guards seem to abandon the Train they came in with and try to move somewhere else. For reference, the waves sent by the AI range in strength from 24 to 48.
TagsNo tags attached.

Activities

GreatYng

Oct 24, 2020 2:24 pm

reporter  

Train Guard 2.save (918,752 bytes)
Train Guard 3.save (943,406 bytes)
Train Guard.save (904,049 bytes)

BadgerBadger

Oct 26, 2020 3:31 pm

manager   ~0059380

On the whole I'm not sure that this is a bug. It's more guards than expected, but people have been complaining that astro trains were too easy since I first added them, so perhaps this is desirable.

BadgerBadger

Oct 26, 2020 7:37 pm

manager   ~0059385

So there are a couple things worth noting. In all the saves I looked at you have a ton of spider turrets, which are preventing the guards from leaving your planets.

I've added a few new mechanisms;
Astro Trains are now better at going directly to their stations, and not just attacking things
Astro Train Guards now attrition (slowly) if they aren't on a planet with their train

BadgerBadger

Oct 26, 2020 8:42 pm

manager   ~0059388

I've also reduced the amount of astro train guards as well

Issue History

Date Modified Username Field Change
Oct 24, 2020 2:24 pm GreatYng New Issue
Oct 24, 2020 2:24 pm GreatYng File Added: Train Guard 2.save
Oct 24, 2020 2:24 pm GreatYng File Added: Train Guard 3.save
Oct 24, 2020 2:24 pm GreatYng File Added: Train Guard.save
Oct 26, 2020 3:31 pm BadgerBadger Note Added: 0059380
Oct 26, 2020 7:37 pm BadgerBadger Note Added: 0059385
Oct 26, 2020 8:42 pm BadgerBadger Assigned To => BadgerBadger
Oct 26, 2020 8:42 pm BadgerBadger Status new => resolved
Oct 26, 2020 8:42 pm BadgerBadger Resolution open => fixed
Oct 26, 2020 8:42 pm BadgerBadger Fixed in Version => Beta 2.622 Hangar Ship Diversity
Oct 26, 2020 8:42 pm BadgerBadger Note Added: 0059388