View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008660 | AI War 1 / Classic | Suggestion - Campaign Management And Setup - Map Styles And Generation | Jun 26, 2012 9:35 am | Aug 16, 2014 10:20 am | |
Reporter | TechSY730 | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 5.035 | ||||
Summary | 0008660: Don't have AI Eyes spawn when number of planets is <= 30 | ||||
Description | Don't have AI Eyes spawn with number of planets is <= 30. The rational behind this suggestion is because when you have that few planets to work with, you don't really have enough resources (especially knowledge) to do very much but "blob". This makes AI Eyes a much larger roadblock than probably intended in low planet count games. A similar line of reasoning is why many minor factions are disabled when <= 30 planets are in the map. Inspired by discussion in 0008633, especially by Darke's comments. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0008633 | considering | Disabling "Heavy Defense" (aka, forcefields and fortresses) should only disable it for the AI. |
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I don't think I'd want to remove them, but reduced seeding maybe or cap on total number spawned. |
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A compromise like Hearteater suggested could work. Possibly even make the cap adjustment for small maps dynamic on AI difficulty. |
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The problem is that if you encounter even one AI Eye on a Mk III world in a low world count game you're seriously in trouble (which is where I keep getting stuck). Also (probably *another* bug report... but it's possible the spawning rate of these things could take this into account) AI Eyes don't seem to balance well with a couple of other options as well. Adjusting the "Unit Cap Scale" has a dramatic effect, as does starting with more then one planet. I was previously doing a High unit cap scale game and it was much easier with those planets then with Normal, since you can double up the number of bombers you're throwing against them because the AIs have double the number of random-cruft ships on their planets. My current game has me running around with High unit cap scale, starting with two homeworlds. And... I'm currently blitzing every one of those "impossible" worlds I come across with. >.< 6 cap raid starships and 8 cap bomber starships (from starting with double the homeworlds) make those worlds considerably easier. Double the total health (thus double the survivability) and double the total damage means the guard towers go down much quicker (and the AI-gravity-generators go down much quicker!) and mean I'm able to properly do the hit-and-run-and-repair thing with them even with the infernal gravity-things the AI uses. And of course the theoretically double-the-AI-units on a planet means I can double the number of bombers I throw at a particularly problematic forcefield as well. (I wonder how broken a starship heavy 4-start-world game would be in this situation? Hrm...) |
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You know you can destroy an AI Eye by building a Command Station in the system, right? Kill the enemy Command Station and then speed build your own Command Station and the AI Eye self-destructs, even though you haven't touched any of the Guard Posts. Note you do still need to remove Guard Posts that shield the enemy Command Station. |
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I'm against this. You can use fully loaded assault transports to deal with AI Eye planets. Just don't unload them. The ships inside boost the transports' attack, and the AI Eye doesn't count the ships inside. The transports are also fast, have decent health, and auto-repair quickly on a friendly world. A blob is much faster at killing stuff, but loaded assault transports let you make repeated hit-and-run attacks while taking zero losses, so you can wear down a planet with an AI Eye. Even tier-IV planets can be taken this way. |
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Hearteater, that is quite incorrect. I intentionally leave up sentry eyes with logi 3 command station and mk4 heavy beam cannon in system to salvage farm. very research intensive but turbo boosts my economy. either way, eyes don't self destruct upon building a human command station. |
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Malkiel, that's genius! What sort of metal income does it give you? Now I have a use for spare Mod Forts! I'm not sure whether it still works like this, but I remember noticing long ago that if you had more and more human units on a planet, the spawn rate of an Eye would get higher and higher. So I wonder if you could tempt more ships out using mines or science labs or something. I'm now imagining combining this trick with Fallen Spire, both for the extra defense and the extra salvage of a Spire City. If a big exo came through the Eye should shut down automatically. |
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Malkiel, at the time of that post, two years ago, that was how Eyes behaved. I'm guessing at some point it changed, although I didn't actually notice that specifically in the patch notes. Then again, there are a lot of them generated over two years :) . |
Date Modified | Username | Field | Change |
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Jun 26, 2012 9:35 am | TechSY730 | New Issue | |
Jun 26, 2012 9:35 am | TechSY730 | Relationship added | related to 0008633 |
Jun 26, 2012 9:35 am | TechSY730 | Summary | Don't have AI Eyes spawn with number of planets is <= 30 => Don't have AI Eyes spawn when number of planets is <= 30 |
Jun 26, 2012 9:36 am | TechSY730 | Description Updated | |
Jun 26, 2012 10:21 am | Hearteater | Note Added: 0026067 | |
Jun 26, 2012 10:21 am | tigersfan | Internal Weight | => Feature Suggestion |
Jun 26, 2012 10:21 am | tigersfan | Status | new => considering |
Jun 26, 2012 11:25 am | TechSY730 | Note Added: 0026068 | |
Jun 26, 2012 7:31 pm | darke | Note Added: 0026076 | |
Jun 27, 2012 9:18 am | Hearteater | Note Added: 0026077 | |
Aug 6, 2014 6:47 pm | AdamMil | Note Added: 0038860 | |
Aug 11, 2014 12:39 am | malkiel | Note Added: 0038947 | |
Aug 11, 2014 8:07 am | Bognor | Note Added: 0038948 | |
Aug 11, 2014 8:09 am | Bognor | Note Edited: 0038948 | |
Aug 16, 2014 10:20 am | Hearteater | Note Added: 0038975 |