Author Topic: 3.113 (Minor faction timing changes, arachnid rebalance, other rebalance)  (Read 7173 times)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
-Increments to total AI Progress now show in a small alert box listing the time, amount, and cause of the 6 most recent increments.  This box doesn't show if there is nothing to display, and once it is showing you can minimize it by right-cliking the box title bar, or clear it (and thus hide it until the next increment) by ctrl+alt+right-clicking it.  Alternatively you can just right-click the box title bar and it will "minimize" down to that bar.  You can drag it around by left-click-and-drag on the box title bar.
It would be absolutely AWESOME if this also displayed reductions. It's an absolutely awesome function, but reductions would be even better.
Sure.  A bit busy right now, but can-do.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Doddler

  • Sr. Member
  • ****
  • Posts: 287
One side effect of the EMP mines doing area-of-effect EMP is that ships caught in the minefield can be paralyzed for a long time...  it seems like ships get the 30 seconds (or whatever) of EMP * the number of mines that went off...  just flew a group of bombers into an EMP minefield and now they're all paralyzed for 10-20 *minutes*.  Is it the expected behavior?

This sounds pretty rough. I already have enough problems with EMP mines. :(

Offline orzelek

  • Hero Member Mark III
  • *****
  • Posts: 1,096
The summing of time for paralysis is expected behavior. I guess that after recent buff with aoe paralysis this time needs to be toned down a bit...

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Hmm, seems like there should be a cap on EMP time for most ships.  Either that, or it should just auto-scrap them when they hit 30 minutes or so for ordinary fleet ships.  I mean, at some point it's just more effective to rebuild them, right?  Really expensive ones might be different on that, though.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Yes, this is the expected behavior, but I think in general we need to implement a paralysis cap of around 2 minutes.  When counting down paralysis, if it's above 3600 steps it would set itself to 3600, etc.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
-Increments to total AI Progress now show in a small alert box listing the time, amount, and cause of the 6 most recent increments.  This box doesn't show if there is nothing to display, and once it is showing you can minimize it by right-cliking the box title bar, or clear it (and thus hide it until the next increment) by ctrl+alt+right-clicking it.  Alternatively you can just right-click the box title bar and it will "minimize" down to that bar.  You can drag it around by left-click-and-drag on the box title bar.
It would be absolutely AWESOME if this also displayed reductions. It's an absolutely awesome function, but reductions would be even better.
Sure.  A bit busy right now, but can-do.
FYI, this is now in for the next release :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline FrostyThePyro

  • Full Member
  • ***
  • Posts: 124
Yes, this is the expected behavior, but I think in general we need to implement a paralysis cap of around 2 minutes.  When counting down paralysis, if it's above 3600 steps it would set itself to 3600, etc.

how much extra processing would it take for dimishing paralysis returns?  a simple example would be paralisis added =x*(m*x/(m*x+n*P)  were x is paralis time for the attack and P is how long the target is currently paralized for, and m and n are wieghting factors.   So if both m an n are 1 then geting hit by two 30 sec stuns would provide 45 seconds of stun.  or 15 simultanous emp mines would cause 2 minutes and 17 seconds of stun.  If you increase m then the returns will dimish slower, if you increase n they will dimish faster.  and for somethin which you would want unchanged from the current (for example emp missiles) then set n to zero

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Yes, this is the expected behavior, but I think in general we need to implement a paralysis cap of around 2 minutes.  When counting down paralysis, if it's above 3600 steps it would set itself to 3600, etc.

how much extra processing would it take for dimishing paralysis returns?  a simple example would be paralisis added =x*(m*x/(m*x+n*P)  were x is paralis time for the attack and P is how long the target is currently paralized for, and m and n are wieghting factors.   So if both m an n are 1 then geting hit by two 30 sec stuns would provide 45 seconds of stun.  or 15 simultanous emp mines would cause 2 minutes and 17 seconds of stun.  If you increase m then the returns will dimish slower, if you increase n they will dimish faster.  and for somethin which you would want unchanged from the current (for example emp missiles) then set n to zero

Well, look at all those multiplications and divisions right there.  That's an answer for you right there, if there is a lot of paralysis going on its fairly notable.  Everything happens in aggregate in AI War, so it's not just that simple formula, but that 1000+ times per second (potentially) in big battles.  Even that's not going to be killer, but the main thing is that it doesn't add enough to the simulation to be worth the extra cost that it does bring.  There are hundreds of little calculations in the AI War simulation, from everything to protection area calculations, to collisions, to targeting, to movement, to all the other little randoms stuff that has to happen for all the specialized units (engineers, paralyzers, etc, etc).  The way that I keep the game running so smoothly overall (or running at all, in general) is by figuring out where to shave the corners off.  This is one of those classic cases where doing something simpler gives pretty much the same general effect unless players are really looking hard at it, and so to me it's an clear case for going the simpler route.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline WinterBorn

  • Full Member Mark II
  • ***
  • Posts: 181
Yes, this is the expected behavior, but I think in general we need to implement a paralysis cap of around 2 minutes.  When counting down paralysis, if it's above 3600 steps it would set itself to 3600, etc.


I would like the cap be at least 5 min. -- the mines are expensive and 5 min would give humans time to react - It also means that scouting before entering an area is more important than ever.


Perhaps the MRS could "heal" EMP paralysis -- (shooting that idea from the hip) -- not sure what that would do to game balance though.
« Last Edit: April 27, 2010, 11:28:22 pm by waveman55 »

Offline Doddler

  • Sr. Member
  • ****
  • Posts: 287
You can disable a huge amount of ships with just a small group of mines now.  For such power, they probably shouldn't last THAT long.  Even 30 seconds of paralysis on a warp gate should be enough, like how mines were before they became AoE.

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Mines disabling ships is imo too OP as well. Most importantly, it makes mines do the wrong kind of thing - Mines aren't ship disablers but passage blockades through attrition. ;D
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline Mánagarmr

  • Core Member Mark V
  • *****
  • Posts: 4,272
  • if (isInRange(target)) { kill(target); }
FYI, this is now in for the next release :)
Did I mention you are the best guys ever?
Click here to get started with Mantis for Suggestions and Bug Reports.

Thank you for contributing to making the game better!

Offline KingIsaacLinksr

  • Master Member
  • *****
  • Posts: 1,332
  • A Paladin Without A Crusade...
FYI, this is now in for the next release :)
Did I mention you are the best guys ever?

Posting to quote the absolute truth.  :P

Oh and hey buddy  ;D
Casual reviewer with a sense of justice.
Visit the Arcen Mantis to help: https://www.arcengames.com/mantisbt/
A Paladin's Blog. Long form videogame reviews focusing on mechanics and narrative analyzing. Plus other stuff. www.kingisaaclinksr.com

Offline UberJumper

  • Newbie Mark III
  • *
  • Posts: 38
Hi is this normal?



I cheated and just killed a single command center, and the AI responds with 5k units?

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Yea, that doesn't look like the AI was very happy.

Assuming there weren't 5k units in the system you hit (unlikely given the in-game time), that would seem to be unintended behavior.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!