Author Topic: Blade Spawners per guard post - How many?  (Read 4537 times)

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Blade Spawners per guard post - How many?
« on: March 26, 2011, 08:46:33 pm »
How many blade spawners should there be per guard post for a diff 7 non-turtle AI?  I'm currently looking at a mk2 planet 9 and a half minutes into the game with 19 blade spawners (there's 3 on one guard post right on the wormhole, for example).

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Blade Spawners per guard post - How many?
« Reply #1 on: March 26, 2011, 08:47:32 pm »
Sigh.  The answer is "not that many" ;)  Save?
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 Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: Blade Spawners per guard post - How many?
« Reply #2 on: March 26, 2011, 10:07:09 pm »
Agh, I'm sorry, I forgot to save (ragequit  :D) and then started a new game.  If I run into the problem again, I'll post a save.

Offline fiorenzospa

  • Jr. Member Mark II
  • **
  • Posts: 72
Re: Blade Spawners per guard post - How many?
« Reply #3 on: March 27, 2011, 05:12:34 pm »
I hate those spawner... They are ruining my game... I'm finding right know planet with 72 spawner (72!!!!).
Now AI is using then to attak me: 10.000 ships wave with crazy number of spawner. \
Plus they are incredibly hard to die!
 :-\

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Blade Spawners per guard post - How many?
« Reply #4 on: March 27, 2011, 05:14:30 pm »
I hate those spawner... They are ruining my game... I'm finding right know planet with 72 spawner (72!!!!).
Now AI is using then to attak me: 10.000 ships wave with crazy number of spawner. \
Plus they are incredibly hard to die!
 :-\

You got a save of that game? I think Kieth could use it to figure out why the AI is deciding to be a jerk by ignoring the limits with these things.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Blade Spawners per guard post - How many?
« Reply #5 on: March 27, 2011, 07:27:50 pm »
Sorry for the double post, but I forgot an important question.

What version are you playing. 5.000 had a known issue with these caps.

However, IIRC, you play the latest beta. Is that right Sunshine?

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: Blade Spawners per guard post - How many?
« Reply #6 on: March 27, 2011, 07:37:22 pm »
Yeah, I pretty much always play the latest beta.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Blade Spawners per guard post - How many?
« Reply #7 on: March 27, 2011, 07:42:27 pm »
That's what I was afraid of. Looks like there are still more ways the AI can "glitch around" the caps.
I just hope they don't unlock a low ship cap fleet ship in my current game now.  :-\

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Blade Spawners per guard post - How many?
« Reply #8 on: March 28, 2011, 09:16:33 pm »
I'm going to create a situation to try to induce this bug. (Playing against two spireling AIs with full visibility). If I can duplicate this issue, then I will post a save of that and the starting conditions of the game (so you can let that run until the glitch triggers).

I will be giving no orders to my units, to make it easy to reproduce.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Blade Spawners per guard post - How many?
« Reply #9 on: March 28, 2011, 09:22:30 pm »
Wow, that was fast. As soon as that game started, I found a planet with the max per post caps violated. If you check out the planet labeled as the violating planet, you will see 2 or 3 Mk. III blade spawners around several of the guard posts (each).

I think this happened during game seeding too. So you should be able to copy the settings I used from the save game and debug the seeding process from there.

Offline hullu

  • Jr. Member Mark II
  • **
  • Posts: 80
Re: Blade Spawners per guard post - How many?
« Reply #10 on: March 29, 2011, 02:45:58 am »
Really hope you get this issue fixed since it's a game-breaker for many.

Are there ANY decent counters in the game for those anyways? Maybe the unit itself is somewhat broken with no counters? Can anything withstand their barrage, nothing certainly can outrange them save snipers.

Offline superking

  • Hero Member Mark III
  • *****
  • Posts: 1,205
Re: Blade Spawners per guard post - How many?
« Reply #11 on: March 29, 2011, 04:03:10 am »
70 blade spawners is the DPS equivalent of 12 full caps.. 1200+ bombers

Offline fiorenzospa

  • Jr. Member Mark II
  • **
  • Posts: 72
Re: Blade Spawners per guard post - How many?
« Reply #12 on: March 29, 2011, 06:27:43 am »
I definitely think that the unit itself needs huge rebalancing. It has also high health but in most of the situation you cannot neither get close to them.

SOLUTION that always worked for me on attak and very tricky on defence (since they are travelling with carriers and they can pop up anywhere...) -->> I use 9 spirecraft attritioner positioning them out of reach. Blade spawner cannot move fortunately. Just wait they die.

Offline Tharrick

  • Newbie Mark III
  • *
  • Posts: 43
Re: Blade Spawners per guard post - How many?
« Reply #13 on: March 30, 2011, 02:33:02 am »
Really hope you get this issue fixed since it's a game-breaker for many.

Are there ANY decent counters in the game for those anyways? Maybe the unit itself is somewhat broken with no counters? Can anything withstand their barrage, nothing certainly can outrange them save snipers.

Spire grav drains do quite good at keeping them off your fleet until they self-attrition to death

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Blade Spawners per guard post - How many?
« Reply #14 on: March 30, 2011, 09:28:51 am »
Wow, that was fast. As soon as that game started, I found a planet with the max per post caps violated. If you check out the planet labeled as the violating planet, you will see 2 or 3 Mk. III blade spawners around several of the guard posts (each).

I think this happened during game seeding too. So you should be able to copy the settings I used from the save game and debug the seeding process from there.
Aha! Thanks for those.  Inspecting them I discovered why they're ignoring the per-guard-post-caps: they're not actually "guarding" the guard posts!  They just happen to be near them.  They used to have guns, but those guns were removed because of player complaints about it being hard to keep the range, etc, but a ship with zero attack is not eligible to guard things.  So it's side-stepping the caps.

Figuring out how to work around that.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!