Author Topic: AI War Beta 7.018 "Troubleshooters" Released!  (Read 14059 times)

Offline keith.lamothe

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #45 on: April 09, 2014, 07:07:33 pm »
How can you tell the Special Forces have arrived?  Because you can't see the sky anymore.

Getting a specialDifficultyFactor of 6 on diff 9 means you have 2 homeworlds, yes?  And 540 AIP on diff 9, tsk, tsk ;)
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Offline RockyBst

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #46 on: April 10, 2014, 03:47:07 am »
In the 20 minutes before work, I decided to lay a trap:



Was it really worth the 70 AIP? I'm not sure. Also, apparantly Zenith auto-bombs are nuke immune ... who knew?

So, 610 AIP of diff 9 now ;)

Oh, and that attack in the top corner? That's me part-way through 2 1,200 ship waves hitting one of my outlying planets at once. The only thing that planet has on it is a cap of Mk. 5 lightning, missile, sniper and laser turrets. It survived. Hence my wish for a bit more pop to the heroic waves again.

Edit:

Quote
specialForcesStrengthCap = baseSizeFactor * difficultyFactor * effectiveAIP * aiTypeMultiplier * nonAIPlanetCountMultiplier = 161912.11
strengthMissing = specialForcesStrengthCap - totalExistingSpecialForcesStrength = 142337.11
« Last Edit: April 10, 2014, 03:50:48 am by RockyBst »

Offline keith.lamothe

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #47 on: April 10, 2014, 10:00:31 am »
In the 20 minutes before work, I decided to lay a trap:
Nobody expects the Nuclear Inqui-*boom, problem solved*


Quote
Was it really worth the 70 AIP? I'm not sure.
Unless it was immediately before an AI HW assault, not worth it from a gameplay standpoint.  But from a style standpoint?


Quote
specialForcesStrengthCap = baseSizeFactor * difficultyFactor * effectiveAIP * aiTypeMultiplier * nonAIPlanetCountMultiplier = 161912.11
strengthMissing = specialForcesStrengthCap - totalExistingSpecialForcesStrength = 142337.11
Somebody made an awful big hole.
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Offline TIE Viper

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #48 on: April 10, 2014, 10:33:01 am »
In the 20 minutes before work, I decided to lay a trap:
Nobody expects the Nuclear Inqui-*boom, problem solved*

Probably not a good idea to make them use the nuclear comfy chair then...  :P
May the Force be with you.

And the Triforce too.  :D

Offline Chthon

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #49 on: April 10, 2014, 11:37:14 am »
In the 20 minutes before work, I decided to lay a trap:
Nobody expects the Nuclear Inqui-*boom, problem solved*

Probably not a good idea to make them use the nuclear comfy chair then...  :P
Or poke them with the soft doomsday cushions.

Offline keith.lamothe

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #50 on: April 10, 2014, 11:38:51 am »
Probably not a good idea to make them use the nuclear comfy chair then...  :P
Or poke them with the soft doomsday cushions.
I was mainly thinking of the Cajun Warheads.

More bites!
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Offline RockyBst

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #51 on: April 10, 2014, 12:59:23 pm »
I'm nowhere near attacking the AI homeworlds, I was thinking more that I didn't want to run into an insane special forces fleet when making my fourth shard retrieval.

To be fair though after the heroic re-nerfifying I wasn't really feeling any pain at 530 AIP anyway. That may have something to do with the 2 superforts, 2 neinzul forts, 2 spire forts, 2 zenith forts, full cap of Mk 1 and 2 fortresses, full cap of OMDs and Armor Inhibitors, and full caps of 4 different types of core turrets on every planet within 2 hops of a hostile AI world. Even spread over four main access points, that's still a lot of firepower.

Why yes, I do currently have three zenith generators. And yet that core spider turret controller over there still looks tempting...

p.s. my economy is currently running at +19,000 metal per second, exclusive of salvage. I'm seriously considering building matter converters to hit that 12 million energy achievement.


Offline Aklyon

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #52 on: April 10, 2014, 02:01:56 pm »
Why yes, I do currently have three zenith generators. And yet that core spider turret controller over there still looks tempting...
The core spider turret controller always looks tempting though! :)

Offline RockyBst

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #53 on: April 10, 2014, 06:42:25 pm »
Trip report: I got a little carried away with that whole 'move the  defensive line' forward thing.

AIP: 729
Diff: 9
Accumulated Knowledge: 15,750
Planets owned: 27/80. Yes, I'm counting the nuked one as 'owned'.
ARSes Popped to date: 1
AI homeworlds: Unscouted
Total Matter Coverters: 206. Economy was still positive - just
Nukes exploded: 1
Spire cities: 5
Dyson Sphere: Still MIA
AI Status: Tetchy

Lots, as in tens of thousands per hour, of border aggression. The waves however, still aren't too bad

Quote
player.AITypeData has GetsChampionsInWaves flag, so:
= SpecialBudget = originalFleetShipBudget * 1.0 = 19164.75
** Picked 2 AIHeroNeinzulBattleship @ 7000 each = 14000
skippingAIHeroNeinzulBattleship because its strength cost (7000) is more than our total remaining SpecialBudget (5164.75)

** Picked 1 AIHeroNeinzulCruiser @ 3500 each = 3500
** Picked 1 AIHeroNeinzulDestroyer @ 1000 each = 1000
** Picked 3 AIHeroNeinzulFrigate @ 300 each = 900

The impact of Salvage on a Fallen Spire game is insane - I'm almost always capped out on resources, even with a full cap of Mk. 3 engineers there's nothing more to spend the cash on until the trader rolls around again. 70-80 million salvage from a fallen spire exo is not uncommon. Fallen spire fleet rebuild times are pretty much a thing of the past at the moment, provided you have enough engineers to pour into it.

Anyway, my bone to pick for today - why do remains rebuilders love mines so much? They will quite happily rebuild an entire 500 unit minefield before moving on to peckery little things like forcefields or Mk. 5 turrets. Presumably there's some logic in there that they go for the faster to rebuild thing?
« Last Edit: April 10, 2014, 06:50:36 pm by RockyBst »

Offline keith.lamothe

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #54 on: April 10, 2014, 07:44:01 pm »
Trip report: I got a little carried away with that whole 'move the  defensive line' forward thing.
Victory by rushing to the aid of the enemy's capitol.


Quote
Planets owned: 27/80. Yes, I'm counting the nuked one as 'owned'.
In this sense.


Quote
Total Matter Coverters: 206. Economy was still positive - just
Nevermind the outdoors, you're trying to resistance-heat a solar system.


Quote
AI Status: Tetchy
I think "Appalled" might be more accurate.


Quote
Lots, as in tens of thousands per hour, of border aggression.
How did you manage that?  An AI planet has to be fairly overflowing to do that.


Quote
70-80 million salvage from a fallen spire exo is not uncommon.
It's a chipper shredder that spits out Spire Capital Ships.  You don't need engineers so much as a really big funnel.


Quote
Anyway, my bone to pick for today - why do remains rebuilders love mines so much? They will quite happily rebuild an entire 500 unit minefield before moving on to peckery little things like forcefields or Mk. 5 turrets. Presumably there's some logic in there that they go for the faster to rebuild thing?
Just checked the code and it prefers:

1) Command stations to everything.
2) Things that have fewer other rebuilders trying to rebuild it. 
3) In case of tie of the above, basically whatever's oldest (and thus earlier in the list being checked)

Do you think it should prefer the more expensive stuff, or some other relatively simple priority?
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Offline Chthon

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #55 on: April 10, 2014, 07:57:13 pm »
Quote
Anyway, my bone to pick for today - why do remains rebuilders love mines so much? They will quite happily rebuild an entire 500 unit minefield before moving on to peckery little things like forcefields or Mk. 5 turrets. Presumably there's some logic in there that they go for the faster to rebuild thing?
Just checked the code and it prefers:

1) Command stations to everything.
2) Things that have fewer other rebuilders trying to rebuild it. 
3) In case of tie of the above, basically whatever's oldest (and thus earlier in the list being checked)

Do you think it should prefer the more expensive stuff, or some other relatively simple priority?
How about proximity based.  It annoys me that it always runs across the whole system rather than trying to build the turrets that are within it's rebuild beam range first.

Offline Toranth

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #56 on: April 10, 2014, 08:28:28 pm »
Anyway, my bone to pick for today - why do remains rebuilders love mines so much? They will quite happily rebuild an entire 500 unit minefield before moving on to peckery little things like forcefields or Mk. 5 turrets. Presumably there's some logic in there that they go for the faster to rebuild thing?
Just checked the code and it prefers:

1) Command stations to everything.
2) Things that have fewer other rebuilders trying to rebuild it. 
3) In case of tie of the above, basically whatever's oldest (and thus earlier in the list being checked)

Do you think it should prefer the more expensive stuff, or some other relatively simple priority?

My preferred list:

[0) Whatever you targeted with it]
1) Command Stations
2) Energy Collectors
3) Proximity
4) something else

Watching stuff that takes up energy getting rebuilt before the Energy Collector is somewhat vexing.  I've taken to scrapping the Collector to get it auto-rebuilt rather than trying to get the Rebuilder drones to get around to it.

It'd also be nice if a Rebuilder would zoom across the system, start a rebuild, then wait there to rebuild more stuff, rather than zooming back to the start point only to repeat.


Offline Chthon

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #57 on: April 10, 2014, 08:39:19 pm »
Anyway, my bone to pick for today - why do remains rebuilders love mines so much? They will quite happily rebuild an entire 500 unit minefield before moving on to peckery little things like forcefields or Mk. 5 turrets. Presumably there's some logic in there that they go for the faster to rebuild thing?
Just checked the code and it prefers:

1) Command stations to everything.
2) Things that have fewer other rebuilders trying to rebuild it. 
3) In case of tie of the above, basically whatever's oldest (and thus earlier in the list being checked)

Do you think it should prefer the more expensive stuff, or some other relatively simple priority?

My preferred list:

[0) Whatever you targeted with it]
1) Command Stations
2) Energy Collectors
3) Proximity
4) something else

Watching stuff that takes up energy getting rebuilt before the Energy Collector is somewhat vexing.  I've taken to scrapping the Collector to get it auto-rebuilt rather than trying to get the Rebuilder drones to get around to it.

It'd also be nice if a Rebuilder would zoom across the system, start a rebuild, then wait there to rebuild more stuff, rather than zooming back to the start point only to repeat.

That's what I was saying.  Damn Remains Rebuilder has a 3 second attention span.  Literally.

Offline keith.lamothe

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #58 on: April 10, 2014, 08:59:46 pm »
That's what I was saying.  Damn Remains Rebuilder has a 3 second attention span.  Literally.
Technically, it doesn't even have that.
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Offline Chthon

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Re: AI War Beta 7.018 "Troubleshooters" Released!
« Reply #59 on: April 11, 2014, 01:03:03 am »
That's what I was saying.  Damn Remains Rebuilder has a 3 second attention span.  Literally.
Technically, it doesn't even have that.
So... you're saying it doesn't even have the attention span of a goldfish?  I now have a nickname for them... Dorrie.