View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024219 | AI War 2 | Gameplay Issue | Dec 9, 2020 7:52 am | Dec 18, 2020 5:22 am | |
Reporter | ArnaudB | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 2.701 Good Grief Hotfix Bonanza | ||||
Summary | 0024219: Cowardly ships flee from their overlord | ||||
Description | So it seems the change to make hunter ships stay with the overlord work, however it doesn't apply to AI sentinels, Warden or Praetorian. This includes units released from guard posts, the raptors in particular were released, started moving toward my forces, then hurried back toward the exit. The warbird frigates did an odd dance: heading for the wormholes and leaving, then coming back, then leaving, then coming back. A Warden Hive golem also didn't show up and I didn't notice "Praetorian" forces coming back from others planets to the Homeworlds when I was fighting them. I see as sort of a problem and wrong because, well, AI ships abandoning their leader without which they are brain-dead feel kind of dumb. It also makes it very easy to take Homeworlds so long as you manage to outstrength the AI on the planet, regardless of whether you can employ that strength. This makes the quick-building raid turrets and the high strength tesla exploitable in that you can tuck them at the edge of the planet without them firing a shoot... and they'll win you the battle just by winning the strength numbers. Of course, part of the problem is also that because the AI start running away from the homeworld, the ratio of player strength to AI strength get much bigger, and AI units stop reinforcing from others planets. Maybe apply the non-coward behavior to AI sentinels, warden and praetorian on top of the hunter? It might be worth checking if the "don't flee hunter" code applies to both the first and second phases of Overlord. | ||||
Tags | No tags attached. | ||||
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Well, AI Sentinels, Warden and Praetorian are unaffected by Hunter Fleet changes.... They use different code paths |
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On the flip side, changing this might result in camping behavior, which I've definitely seen my share of. |
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It would make sense for the Praetorian guard to protect the AI Overlord. The Warden fleet and AI sentinels? Not so much. |
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Isiel does have a point about the camping. It has been a problem that took many updates to solve. It feels a bit weird to exploit the AI HW this way, but on the other hand not needing to grind the endgame is pretty nice when you want to end things. |
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I'm afraid even the hunter still abandons the King's gravity well. Recent playthrough with 3 AI factions (with triggered civil war and many other factions) seen the hunter fleet run away from the 2nd AI homeworld. Save attached. However this might be the AI civil war messing things up - I've seen other strange things happen after triggering an AI civil war (by killing communication nodes, not as a start option). Version when bug occured: 2.705 Clarity, Refinement, and Performance Version where map was generated: Either 2.702 or 2.701 (not sure which one of these) |
Date Modified | Username | Field | Change |
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Dec 9, 2020 7:52 am | ArnaudB | New Issue | |
Dec 9, 2020 7:52 am | ArnaudB | File Added: GettingInTrouble.rar | |
Dec 9, 2020 7:52 am | ArnaudB | File Added: 20201209134125_1.jpg | |
Dec 9, 2020 7:52 am | ArnaudB | File Added: 20201209134205_1.jpg | |
Dec 9, 2020 7:52 am | ArnaudB | File Added: 20201209134109_1.jpg | |
Dec 9, 2020 10:49 am | BadgerBadger | Note Added: 0059897 | |
Dec 9, 2020 8:44 pm | Isiel | Note Added: 0059898 | |
Dec 10, 2020 7:06 pm | Crabby | Note Added: 0059899 | |
Dec 11, 2020 4:29 am | ArnaudB | Note Added: 0059900 | |
Dec 18, 2020 5:22 am | Arides | File Added: 15 Hunter running away from king.save | |
Dec 18, 2020 5:22 am | Arides | File Added: 15 Hunter running away from king.savemet | |
Dec 18, 2020 5:22 am | Arides | Note Added: 0060072 |