Author Topic: AI old turrets?  (Read 1311 times)

Offline shoefish

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AI old turrets?
« on: May 11, 2010, 06:05:31 am »
Playing a game currently on a snakes map where my strategy is to heavily fortify a planet and take out many command stations at once, leaving all their turrets and forcefeilds out of supply. When i finally move forward to capture these planets, there are sometimes hundreds of dead turrets sitting around. Is there any way of quickly removing these? I realise i can clear them out manually by sending my bomber fleet around but it seems like such a chore. Perhaps maybe just have out of supply turrets not count towards the attack rating at the top? That's the main thing that bugs me really.

Offline Ixiohm

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Re: AI old turrets?
« Reply #1 on: May 11, 2010, 06:48:05 am »
Try to set your fleet in free roaming defense mode (ctrl + V) on that planet and they will clear the turrets by themselves  ;)

Offline shoefish

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Re: AI old turrets?
« Reply #2 on: May 11, 2010, 06:59:44 am »
Yeah i know, but with 1000+ turrets in any given system it can take quite a while!

Offline keith.lamothe

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Re: AI old turrets?
« Reply #3 on: May 11, 2010, 07:16:03 am »
Hmm, I'm wondering if some sort of "Stationary AI ships out of supply automatically lose health" mechanic might deal with a number of things like this (including those exasperating stealth tachyon emitters or whatever), but I'm not sure if that's letting the player off too easy ;)
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Offline Buttons840

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Re: AI old turrets?
« Reply #4 on: May 11, 2010, 08:04:37 am »
Even hundreds of turrets can be mopped up relatively quickly with some bombers.  Relative to the length of the entire game that is.

Offline Trezamere

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Re: AI old turrets?
« Reply #5 on: May 11, 2010, 02:15:07 pm »
Hmm, I'm wondering if some sort of "Stationary AI ships out of supply automatically lose health" mechanic might deal with a number of things like this (including those exasperating stealth tachyon emitters or whatever), but I'm not sure if that's letting the player off too easy ;)

I think this would be a great idea.  You can make it so deactivated ones slowly lose health, but Core stuff stays alive and kicking; or maybe make it so the Cleanup Drone can get rid of buildings out of supply so he's a little more useful, and maybe give him multiple "beams" so he works faster.

Offline Ktoff

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Re: AI old turrets?
« Reply #6 on: May 11, 2010, 02:45:15 pm »
i am all for the clean-up drone. I mean, that's what it is for, kinda...

Offline Buttons840

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Re: AI old turrets?
« Reply #7 on: May 11, 2010, 02:45:28 pm »
I would like not having to hunt down the "other" hidden ships which are preventing my extractors from automatically building.

Offline keith.lamothe

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Re: AI old turrets?
« Reply #8 on: May 11, 2010, 02:48:36 pm »
Yea, a while ago we put in the logic for the AI to automatically retreat all its "civilian" ships (engineers and rebuilders, etc) to friendly worlds so they don't clog stuff up, but the stationary stealth tachyon emitters...

Unless someone thinks they're a legitimate and fun challenge, I think some way of getting those inoperative AI defenses to go away with or shortly after the command station would be a good thing.  I think I'd have to restrict it to "no command station and no supply", though, since there's a lot of requests for AI-recolonization and if they recolonize a border world with a lot of turrets still there they would be useful again.
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Offline ShadowOTE

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Re: AI old turrets?
« Reply #9 on: May 11, 2010, 05:47:33 pm »
Maybe make building cloaking dependant on supply?

rubikscube

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Re: AI old turrets?
« Reply #10 on: May 11, 2010, 06:15:27 pm »
teleporting and cloaking should depend on supply, solution is ignore or send a LONE bomber and see if it's clear some hours later, btw it doesn't bother you. and also losing health without supply is kinda cool, since there is no point of attacking them.