Author Topic: AI Carrier Help  (Read 6996 times)

Offline Gudamor

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Re: AI Carrier Help
« Reply #15 on: July 26, 2011, 05:18:31 pm »
This game I counted systems out from my own holdings and have yet to see the "Your deep strike on X is causing the AI to gather threat" message that I can remember, and certainly not for the extended period that it would take to build up 150,000 ships of threat.

Also, in the screenshot I believe you're looking at my home base, as no more than a couple scouts have been to the sole AI homeworld I've found.

Offline Nalgas

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Re: AI Carrier Help
« Reply #16 on: July 26, 2011, 05:30:30 pm »
Would a copy of the save help in determining what I did here? I don't know how to do that.

That's definitely one way to do it and eliminate guesswork.  I think the save files are in "Steam/SteamApps/common/ai war fleet command/RuntimeData/Save/" if I'm looking at the right thing (I have like four different versions installed on my laptop dating back to the 3.0 days that I really need to clean up, heh).

Offline Gudamor

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Re: AI Carrier Help
« Reply #17 on: July 26, 2011, 05:58:13 pm »
Before, during, and after it all breaks loose.

Offline Gudamor

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Re: AI Carrier Help
« Reply #18 on: August 09, 2011, 12:51:07 pm »
I think I've been able to figure out part of this. In my current game, I've been going in with an Armored and a Cursed golem to AI systems, blowing up everything but the Command, warp gate, and wormhole guardians, and building research stations to gain some extra knowledge.

Normally, the cursed golem destroys all the zombies that spawn. However, cloaked zombies that spawn do not attack the golem or the research stations. Even upon leaving the system, these cloaked units never leave the system, even though "zombie" AI units are supposed to be aggressive.

In the game where the carriers went crazy, the AI had several cloaked unit types, which had built up in several systems after I harvested knowledge there.

Even then, I don't think there were enough zombies in that game to cause a sudden 150,000 unit threat level. Anyone got a clue what happened? Or should I make a bug report on Mantis?

Offline Commiesalami

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Re: AI Carrier Help
« Reply #19 on: August 09, 2011, 02:21:14 pm »
MkIII Science stations create zombies per science station present.  In a Co-op game awhile back my friend and I tried a knowledge raid for the first time.  Thinking that the quicker we would go in and the quicker we got out the better, so we build 10 science stations each.  The resulting zombies ended that game very quickly.

If you want to handle cloaked ships spawning during a knowledge raid drop a scout starship right next to the command station.  When the zombies are decloaked they rush towards you like any other zombies.

Offline Ranakastrasz

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Re: AI Carrier Help
« Reply #20 on: August 09, 2011, 02:28:55 pm »
MkIII Science stations create zombies per science station present.  In a Co-op game awhile back my friend and I tried a knowledge raid for the first time.  Thinking that the quicker we would go in and the quicker we got out the better, so we build 10 science stations each.  The resulting zombies ended that game very quickly.

If you want to handle cloaked ships spawning during a knowledge raid drop a scout starship right next to the command station.  When the zombies are decloaked they rush towards you like any other zombies.

As a note (and I think this is an issue) the 2x reinforcement effect should really be +1x reinforcement effect, since that would be 11x instead of the 1024k reinforcements they gain from what you did. (although i don't know the mechanics, that was how it used to work)

Offline Gudamor

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Re: AI Carrier Help
« Reply #21 on: August 09, 2011, 02:47:19 pm »
Being able to avoid the bug is great, and I'll definitely use the "scout starship adjacent the command" trick to reveal the cloaked zombies, but I'm still curious what triggered the excessive spawning.

Thanks!

Offline Commiesalami

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Re: AI Carrier Help
« Reply #22 on: August 09, 2011, 05:26:13 pm »
MkIII Science stations create zombies per science station present.  In a Co-op game awhile back my friend and I tried a knowledge raid for the first time.  Thinking that the quicker we would go in and the quicker we got out the better, so we build 10 science stations each.  The resulting zombies ended that game very quickly.

If you want to handle cloaked ships spawning during a knowledge raid drop a scout starship right next to the command station.  When the zombies are decloaked they rush towards you like any other zombies.

As a note (and I think this is an issue) the 2x reinforcement effect should really be +1x reinforcement effect, since that would be 11x instead of the 1024k reinforcements they gain from what you did. (although i don't know the mechanics, that was how it used to work)


I think it actually is a +1x reinforcement effect, I'm sorry if my wording was a little off.  In our case 20x was still enough to for the AI to steamroll us.

Offline etgfrogs

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Re: AI Carrier Help
« Reply #23 on: August 11, 2011, 03:26:52 am »
and this is why you play with the devourer golem, it eats any fleet buildups, i dont think i've seen the ai build up more then 600 ships on a system(it also helps to play keep the ai progress below 200) without the golem going omnomnom on it, as long as you watch it then it shouldn't catch your fleet unaware. if you dont have zenith remnant then you should do ship raids on nearby systems just to clear the ai fleets out.

Offline BobTheJanitor

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Re: AI Carrier Help
« Reply #24 on: August 11, 2011, 10:00:31 am »
It wouldn't hurt to go ahead and post the saves on mantis with a brief description and a link to this thread perhaps. With Chris and Keith busy with AVWW things like this can sometimes slip by the wayside. I have seen some odd carriers coming out of sections of the galaxy that I've done nothing to antagonize in the past, and I remain convinced that there's some weird bug somewhere that's causing it. Nothing as crazy as this though...

Offline Gudamor

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Re: AI Carrier Help
« Reply #25 on: August 11, 2011, 04:32:47 pm »
Submitted, thanks!

 

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