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IDProjectCategoryLast Update
0006255AI War 1 / ClassicGameplay IssueMar 6, 2012 7:44 pm
ReporterEternaly_Lost Assigned Tokeith.lamothe  
Status assignedResolutionopen 
Product Version5.027 
Summary0006255: Exogalactic Spire Fleet still not winning on it own in a timely manner.
DescriptionThe exogalactic transceiver went on line at about 34:46, in my 10/10 5 homeworld game. At this point, I have about 1884 Massive ships with 287,164 FP in route to my Homeworlds and likely twice that in general AI ships around the Galaxy, and a fairly large Spire Fleet that is holding the front line at about 37 worlds in on a snake map.

At 38:06, having run well I was asleep, I am down to only 21 worlds and the Spire Fleet is still losing progress and land to the attacking AI. 3250 massive ships with a total firepower of 398,894 FP in route to my systems. In just over 3 hours, the Spire Fleet has not even been able to hold our ground fully, and well I could rebuild my whole personal Spire fleet and start dropping cities everywhere. I know that the intention was that I did not have to do anything more to win if the AI was not already in my home station blowing it up shortly after it went online. I think running this out the rest of the way, might cause me to lose several hours after the exogalactic transceiver goes on line, based on where the Massive ships are located. Meaning I have to treat the exogalactic transceiver as nothing more then another Dyson Sphere to protect my lands well I do the hard work again.

TagsNo tags attached.
Internal WeightMajor Problem

Activities

Eternaly_Lost

Feb 29, 2012 6:51 am

reporter  

Eternaly_Lost

Feb 29, 2012 6:52 am

reporter  

10-Game 3-27.sav (1,948,251 bytes)

tigersfan

Feb 29, 2012 8:04 am

reporter   ~0020008

Weren't you thinking about buffing them anyway Keith? Or was that something else?

Eternaly_Lost

Feb 29, 2012 8:09 am

reporter   ~0020009

He already did buff them back in 5.021, however as I discovered that buff was not quite enough to let them just hold ground on 10/10 with 5 homeworlds after running for several hours.

Eternaly_Lost

Mar 1, 2012 12:59 pm

reporter   ~0020085

An update. I am now at just over 40 hours into the game. The AI now has 3450 Massive ships with a total firepower of 702,247. The boarders seemed to have settled at one point, but that likely is because that was were I was making my own spire fleet, and likely that game will be lost after several more hours of having the transmitter online. The AI is literally getting more firepower in their own EXO wave that they are sending at me then my own building and the exogalactic transceiver can output.

ArcDM

Mar 1, 2012 2:25 pm

reporter   ~0020092

This goes to show you that diff 10 AIs were not meant to be beat.
At one point I have understood that if they are then that difficulty will be buffed again.

Eternaly_Lost

Mar 1, 2012 2:35 pm

reporter   ~0020095

Normally, I would agree. But, the intention behind the Exo-transceiver as far as I am aware, is once it is on line, if the AI is not about to destroy it or your Home Command Station in the next minute or so, then it has lost the game. There is a reason why the EXO-wave bank is multiplied non-stop by 1.5 every minute after you start it. Once it done and online, the game is over, that was the last chance the AI has to win and it had failed to do so. It should not be losing ground non-stop over 5 hours until the home station blows up a few hours after that. They should be walking right into the AI homeworlds and blowing those up, not failing to hold even the Human Home systems after several hours of attacking.

ArcDM

Mar 1, 2012 2:45 pm

reporter   ~0020099

I think it would be better if the Spire waves are multiplied by 1.01^(minutes after start), this would let it be not quite so hard on the players computer but still a significant increase per hour.

Also there could be defenders that spread across the players planets in the same way that dyson gattlings did in the old days but with incredible stopping power

TechSY730

Mar 1, 2012 4:24 pm

reporter   ~0020111

@ArcDM
Great idea.
A very gradual but still asymptotically exponential growth rate in the strength of the friendly Spire waves seems like an elegant solution. Enough to still give an "epic battle" to the homeworld as the AI would still be able to slow them down some, but ensures that the Spire will win in the end.

Eternaly_Lost

Mar 4, 2012 6:54 pm

reporter   ~0020320

Update, in a 9/9 4 home world game. The Exo Fleet can't win on their own either, and very slowly (1 system per 6 hours roughtly) loses land to the incoming exo waves, but sending my own spire fleet in, is enough to push the AI back to their homeworlds, so I think I found the point where the Spire Fleet is too weak to beat the AI on it own.

I also agree that is a good idea ArcDM.

Eternaly_Lost

Mar 6, 2012 7:44 pm

reporter   ~0020464

So far, it looks like it been fixed in .29, but I am still waiting for the game to end. I keep getting crashes due to how many ships are flying around. (Something to do with the 50,000 AI ships that are threat due to the Spire's fleet desire to deepstrike rather then clean in order.) so I have to keep restarting the game every few hours. However, it did manage to make it way though the AI's defense spawn for their homeworld of an unknown number of Motherships that instantly popped, and 224 Hunter Killers Mark V and a decent number of the lower levels. Namely, after that spawn I had 1272 massive ships with a firepower of 1,215,972 en route to my homeworlds. I never seen firepower break 1,000,000 before. It down to only 85,940 now, so I am hopeful that this game will be won this time soon.

Issue History

Date Modified Username Field Change
Feb 29, 2012 6:51 am Eternaly_Lost New Issue
Feb 29, 2012 6:51 am Eternaly_Lost File Added: 10-Game 3-25 1 minute toa ctivate.sav
Feb 29, 2012 6:52 am Eternaly_Lost File Added: 10-Game 3-27.sav
Feb 29, 2012 8:04 am tigersfan Internal Weight => Major Problem
Feb 29, 2012 8:04 am tigersfan Note Added: 0020008
Feb 29, 2012 8:04 am tigersfan Assigned To => keith.lamothe
Feb 29, 2012 8:04 am tigersfan Status new => assigned
Feb 29, 2012 8:09 am Eternaly_Lost Note Added: 0020009
Mar 1, 2012 12:59 pm Eternaly_Lost Note Added: 0020085
Mar 1, 2012 2:25 pm ArcDM Note Added: 0020092
Mar 1, 2012 2:35 pm Eternaly_Lost Note Added: 0020095
Mar 1, 2012 2:45 pm ArcDM Note Added: 0020099
Mar 1, 2012 4:24 pm TechSY730 Note Added: 0020111
Mar 4, 2012 6:54 pm Eternaly_Lost Note Added: 0020320
Mar 6, 2012 7:44 pm Eternaly_Lost Note Added: 0020464
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue