Author Topic: Astro Train Questions  (Read 2013 times)

Offline corfe83

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Astro Train Questions
« on: March 02, 2010, 02:48:08 pm »
I understand the basics of astro trains (they're bad to have in your system, so destroy train stations until they don't route through your planets, and if you can't do that either deal with it, or build anti-dark matter turrets for planets you can't destroy the routes for).

I have some more advanced questions.

1) The actual number of trains begins at a certain number and stays constant, only reducing if they are destroyed, and never growing, right?
2) How many actual trains will typically exist at the beginning of an 80 planet game?
3) Apart from the "re-routing" effect, does destroying a train station actually reduce the total number of trains, or do I have to actually destroy trains to do that?
4) I understand trains go the fastest route they can between stations, but how does a train choose its next train station to travel to (or is it completely random)?
5) The wiki claims there are different tech levels for trains. Do all the trains have the same exact routing behavior, or is it more common to find a Mk IV train near a Mk. IV system, etc.?

Offline x4000

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Re: Astro Train Questions
« Reply #1 on: March 02, 2010, 02:59:07 pm »
You're absolutely correct on the basics.  And, to your more advanced questions:

1. Yep, it never goes back up.
2. Um... hmm, that is very hard to answer, because it varies by AI type, by random map seed, and other factors.  The train master obviously has a ton, something like 80 on an 80 planet map is likely.  For everything else... again, it's going to vary, but if I had to guess I'd say it would be around 20-40 on average.  If you turn on a game with no Fog of War, you can easily count.  There is one train per train station.  And, with the train masters it is two trains per train station, and they get more stations.
3. Nothing reduces the number of trains aside from actually killing them.  On lower difficulties, those trains can be "stranded" without a way to move out of territory because they aren't allowed to go through your planets, though.  But otherwise, they just become denser on the remaining paths.
4. For trains, they generally prefer to path to a planet that is about 3 hops away, or 2 if not available, or otherwise just whatever.  But inside that, it's intentionally completely random.
5. There are only marks I-III, and those are completely determined by the difficulty of the AI you select.  On easier difficulties you get the MkI, on the standard ones you get MkII, and on the higher ones (9/10 only, I think) you get MkIII.  They all behave absolutely identically, but have weaker/stronger stats depending on their mark level.  Per AI player, you'll never see a mix of the mark levels in a single game (but if you have a very high level AI, and a very low level AI, you'd then see different levels between the two players).

Good questions!
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Offline orzelek

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Re: Astro Train Questions
« Reply #2 on: March 02, 2010, 03:56:54 pm »
And I still hate buggers for their turret destroying "speciality". Any chance to get a bit more in terms of counter dark matter turret caps pretty please?

I would like to test trains but knowing that I will be unable to build my lovely defenses at wormholes etc makes this very unsettling.

And current caps of 16 may not be enough even if building all turrets in one ball per wormhole if I need to defend 4-5 planets and then few raid points..

Offline x4000

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Re: Astro Train Questions
« Reply #3 on: March 02, 2010, 04:11:50 pm »
Trust me, I play with astro trains on always, and almost never use counter dark matter turrets at all (maybe 1 out of 10 games, if that), and I build extensive wormhole defenses on my planets.  How do I do it?  Past the early part of the game, I almost never have any astro trains routing through most of my planets.  It's fairly easy to do, actually, and then it becomes a question of juggling them in offensive territory, or on your forwardmost outposts.  That's about the only situations in when I need to use the counter-dark matter turrets sometimes, is for protecting those outposts.

Hope that helps!
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Offline corfe83

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Re: Astro Train Questions
« Reply #4 on: March 02, 2010, 04:21:14 pm »
I've never bothered to research anti-dark matter turrets at all, and I have pretty big wormhole defenses. I try to take out the closeby train stations so that they rarely route through my systems, but they sometimes do, and that's what my engineers and remains rebuilders are for  :)

Combine that with a control node to maintain at least 2 remains rebuilders and 2 engineers on every planet, I generally place my turrets and forget about them (until I need to either upgrade or demolish defenses, of course).
« Last Edit: March 02, 2010, 04:28:09 pm by corfe83 »

Offline HellishFiend

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Re: Astro Train Questions
« Reply #5 on: March 03, 2010, 03:22:54 am »
I still play with Astro Trains off, because I just dont enjoy what they currently add to the game. From my perspective, its like "Oh, these are annoying, so I need to destroy their stations, which is also annoying."  It seems contradictory to every other element in the game, which tend to add either strategic challenges or strategic opportunities. The "challenges" that Astro trains bring to the table are not strategic or compelling enough for me.
Time to roll out another ball of death.

Offline Mánagarmr

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Re: Astro Train Questions
« Reply #6 on: March 13, 2010, 02:54:31 pm »
I still play with Astro Trains off, because I just dont enjoy what they currently add to the game. From my perspective, its like "Oh, these are annoying, so I need to destroy their stations, which is also annoying."  It seems contradictory to every other element in the game, which tend to add either strategic challenges or strategic opportunities. The "challenges" that Astro trains bring to the table are not strategic or compelling enough for me.
I'm with you on that one. I always run with trains off.
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