View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0024513 | AI War 2 | Gameplay Issue | Mar 7, 2021 4:35 pm | Mar 9, 2021 4:01 pm | |
Reporter | Strategic Sage | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.752 Golden Devourer | ||||
Fixed in Version | Beta 2.754 Buffs And Bugfixes | ||||
Summary | 0024513: Lazy Raid Engines | ||||
Description | Raid Engines are producing super-small waves; a quarter at best the size of a normal wave instead of 1.5x the size. In the attached save, take the ark fleet in Parataxis to the neighboring system with a raid engine in it. Also, note the tooltip on the Eye; it's still referencing 'X too many ships here' even though they activate on strength not ship count. | ||||
Tags | No tags attached. | ||||
|
|
|
Thanks on the aside! * The tooltips of strength-based AI eyes no longer talk about unit counts (super confusing!), and instead properly talk about the relative strengths of opposing forces. |
|
Thanks! * After poring through the code for a while, it was really not clear why the Raid Engine was so very wimpy in terms of the response it was sending. It seems like it is using the general pre-wave-buff amount of forces, multiplied by 1.5x. But the code would not really seem to support that being the case, it's very strange. ** At any rate, the waves of the raid engine are now multiplied by the wave_budget_multiplier of the AI difficulty that is in question. So on difficulty 7, as in the example save that we had, this is an increase of 6x strength for the wave, leading them to be these 99-strength monstrosities popping out. ** The hope is that they were universally wimpy, and so nobody gets crushed now by some giant 1000-strength wave instead of a few hundred in some very intense game. We haven't seen any evidence of that yet, but that sort of thing is always the worry when we don't understand what is going on and put in a new multiplier to compensate anyhow. At any rate, we're sure we'll hear about it; but the raid engine is a good thing to kill post-haste in any game now, for sure. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 7, 2021 4:35 pm | Strategic Sage | New Issue | |
Mar 7, 2021 4:35 pm | Strategic Sage | File Added: Raid.save | |
Mar 9, 2021 3:38 pm | Chris_McElligottPark | Note Added: 0060709 | |
Mar 9, 2021 4:01 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 9, 2021 4:01 pm | Chris_McElligottPark | Status | new => resolved |
Mar 9, 2021 4:01 pm | Chris_McElligottPark | Resolution | open => fixed |
Mar 9, 2021 4:01 pm | Chris_McElligottPark | Fixed in Version | => Beta 2.754 Buffs And Bugfixes |
Mar 9, 2021 4:01 pm | Chris_McElligottPark | Note Added: 0060710 |