View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024483 | AI War 2 | Bug - Gameplay | Feb 24, 2021 2:25 pm | Feb 24, 2021 8:30 pm | |
Reporter | Daw11 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.746 Release The Warden | ||||
Fixed in Version | Beta 2.747 Outguard Usability | ||||
Summary | 0024483: The warden fleet is too strong at the beginning of the game | ||||
Description | I'm trying to conquer my first planet but there's a 50 strength warden fleet defending it. Maybe the warden fleet should start to produce units only after you destroy your first Command Station. In general, it would be better if most of the AI options did activate only after you launch your first attack ( waves, warden, hunters ... ). | ||||
Tags | No tags attached. | ||||
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I'm going to respectfully disagree on this. It is an aspect that was changed partly because players felt the AI was too passive in the earlygame. There are a number of options available here; attack more quickly, use battlestations + turrets to assist the assault, invest more science in your starting fleet, etc. I was able to take the neighboring system relatively easily after a little preparation. |
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In this specific scenario the only viable option is to wait for it to go away, 50 strength is not something that you can deal with only one planet. It would be okay if a fleet like this showed up after I had conquered at least one planet but since this was the first one it's just a really annoying. |
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Sure you can. You had over 20 strength in your fleet in the save as listed, without doing some additional possible increases. You have a lot more than that if you include your turrets & battlestations. There's enough resources on your one planet to handle quite a bit more than 50 strength. |
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Sounds like something of a difficulty wall. This is fine for higher AI difficulties, but new players trying to learn the game, not aware of some of the advanced techniques like beachheading, such a harsh wall _for their first planet_ seems unreasonable. So maybe it is fine for like, say, AI difficulty 6 and up. But 5 and down should have a less reactive warden for before the AI loses one planet. (Though 5 should still have a moderately strong reaction to start getting players used to the real deal at 6) |
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Thanks! * The Warden fleet's ability to increase its strength is now back to what it was for the first 5 minutes of the game, and then its ability to boost itself due to low population cap is only 1/4 as strong until the 10 minute mark, and then only 1/2 as strong until the 20 minute mark. After 20 minutes, it is fully able to self-heal as much as before. ** The Warden is still just as aggressive early on in, but this gives you a change to kick their butt and have them out of the way for the first few planets. It also keeps there from being deadly amounts of warden on early planets. ** While we do want the AI to be more vibrant in the early game, we don't want it putting up this much of a fight until people have a bit of time to catch their breath. We definitely don't want to introduce any difficulty walls for new players. |
Date Modified | Username | Field | Change |
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Feb 24, 2021 2:25 pm | Daw11 | New Issue | |
Feb 24, 2021 2:25 pm | Daw11 | File Added: Warden.save | |
Feb 24, 2021 2:25 pm | Daw11 | File Added: Warden.savemet | |
Feb 24, 2021 2:57 pm | Strategic Sage | Note Added: 0060637 | |
Feb 24, 2021 3:28 pm | Daw11 | Note Added: 0060640 | |
Feb 24, 2021 5:15 pm | Strategic Sage | Note Added: 0060642 | |
Feb 24, 2021 7:11 pm | TechSY730 | Note Added: 0060643 | |
Feb 24, 2021 8:30 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 24, 2021 8:30 pm | Chris_McElligottPark | Status | new => resolved |
Feb 24, 2021 8:30 pm | Chris_McElligottPark | Resolution | open => fixed |
Feb 24, 2021 8:30 pm | Chris_McElligottPark | Fixed in Version | => Beta 2.747 Outguard Usability |
Feb 24, 2021 8:30 pm | Chris_McElligottPark | Note Added: 0060647 |