Author Topic: Camping Cloaked Units Logic  (Read 1493 times)

Offline Wingflier

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Camping Cloaked Units Logic
« on: November 23, 2012, 07:07:50 pm »
I thought that we added some AI logic a long time ago that would prevent cloaked units from just camping on your planet stealthed for hours, gathering up to sometimes over 100 units that are impossible to find without tediously searching the entire map or adding some extra AIP (pointless since they'll just do it again later).

Was that logic removed?
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Offline TechSY730

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Re: Camping Cloaked Units Logic
« Reply #1 on: November 23, 2012, 07:50:34 pm »
I thought that we added some AI logic a long time ago that would prevent cloaked units from just camping on your planet stealthed for hours, gathering up to sometimes over 100 units that are impossible to find without tediously searching the entire map or adding some extra AIP (pointless since they'll just do it again later).

Was that logic removed?

I think normal cloaked units are more aggressive now. However, cloaked zombies still exhibit the bugged, overly timid behavior.

Offline orzelek

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Re: Camping Cloaked Units Logic
« Reply #2 on: November 23, 2012, 08:49:05 pm »
Get yourself bunch of chameleons. They both camp and can't be decloaked.

Offline Kahuna

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Re: Camping Cloaked Units Logic
« Reply #3 on: November 23, 2012, 11:58:09 pm »
Yeah this is quite annoying. They make it so I have to manually rebuild harvesters, Engineers and Remain Rebuilders. -___________- The camping cloaked units really should become free threat after few minutes. They should leave the planet and join other threat ships.
« Last Edit: November 24, 2012, 06:21:28 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
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Offline KDR_11k

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Re: Camping Cloaked Units Logic
« Reply #4 on: November 24, 2012, 02:56:20 am »
Get yourself bunch of chameleons. They both camp and can't be decloaked.

Face a camouflager AI, EVERYTHING can camp and be impossible to decloak. Your attack indicator becomes nearly useless.

Offline Hearteater

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Re: Camping Cloaked Units Logic
« Reply #5 on: November 24, 2012, 11:04:43 am »
Yeah this is quite annoying. They make it so I have to manually rebuild harvesters, Engineers and Remain Rebuilders. -___________- The camping cloaked units really should become free threat after few minutes. They should leave the planet and join other threat ships.
Just making sure you know Control+Click on Harvesters auto-builds them all despite enemies (not a toggle, just a shortcut to avoid having to click on nodes).

On the actual problem, yeah, cloaked threat needs to get some teeth.  I'd like it if cloaked threat joined a "cloaked threat fleet" that tried to combine in a single system and basically attack weak player systems.  Give them a check for Tachyon Beams near warp points so they somewhat know if they can switch to another system safely, and then have them raid when possible.  Ideally they should attack when the player might otherwise be busy, such as: normal wave has just launched, Exo has entered a player system, threat fleet attacks, SF are engaged with player, or core/homeworld is under attack.
« Last Edit: November 24, 2012, 12:44:39 pm by Hearteater »

Offline Kahuna

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Re: Camping Cloaked Units Logic
« Reply #6 on: November 24, 2012, 11:19:13 am »
Just making sure you knock Control+Click on Harvesters auto-builds them all despite enemies (not a toggle, just a shortcut to avoid having to click on nodes).
Ye I always do that.

On the actual problem, yeah, cloaked threat needs to get some teeth.  I'd like it if cloaked threat joined a "cloaked threat fleet" that tried to combine in a single system and basically attack weak player systems.  Give them a check for Tachyon Beams near warp points so they somewhat know if they can switch to another system safely, and then have them raid when possible.  Ideally they should attack when the player might otherwise be busy, such as: normal wave has just launched, Exo has entered a player system, threat fleet attacks, SF are engaged with player, or core/homeworld is under attack.
This would be perfect.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline chemical_art

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Re: Camping Cloaked Units Logic
« Reply #7 on: November 24, 2012, 11:28:10 am »

On the actual problem, yeah, cloaked threat needs to get some teeth.  I'd like it if cloaked threat joined a "cloaked threat fleet" that tried to combine in a single system and basically attack weak player systems.  Give them a check for Tachyon Beams near warp points so they somewhat know if they can switch to another system safely, and then have them raid when possible.  Ideally they should attack when the player might otherwise be busy, such as: normal wave has just launched, Exo has entered a player system, threat fleet attacks, SF are engaged with player, or core/homeworld is under attack.

I'm curious how that would work.

Since tachyon detectors are mobile, the game would have to check frequently to see if the wormhole is safe to go through (cpu intensive?).

And even then you'd counter it by simply having tachyon beams on the paths between wormholes. A set of mk I tachyon turrets should cover most needs (and military stations would cover the rest)
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Offline Hearteater

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Re: Camping Cloaked Units Logic
« Reply #8 on: November 24, 2012, 02:09:13 pm »
Either each Warp Point would have  a flag for "covered by Tachyon beams" or the check would just happen when the ships want to move, and if they appear trapped they would wait to try again in 5 minutes or whatever.  I'd probably go with a 2-pass check: Is the wormhole itself covered?  If so, wait 5 minutes and try again.  If not, select a random path from the system edge to the wormhole. If that path is Tachyon free leave the system to where ever the cloaked ships are converging by circling the outer system edge to reach their exit path.  If the exit path is blocked, check another few paths and eventually default to waiting 5 more minutes.