Author Topic: Major annoyances with possibly easy fixes  (Read 969 times)

Offline Faulty Logic

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Major annoyances with possibly easy fixes
« on: June 24, 2014, 04:18:34 pm »
TINY threatfleets will make a relay. Killing every stray AI ship is tedious, and will often release more, and even if you scour the planet, it can always reinforce right as you leave.

Minor faction patrols go onto enemy planets and die. That's fine for a zombie network, but resistance fighters/dyson gatlings/freed nebula allies should defend only, even if they don't have the awesome high-level enclave logic.

Edit, this one is more minor: Could the spirecraft asteroid filters be combined please?
« Last Edit: June 24, 2014, 04:22:13 pm by Faulty Logic »
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Offline ArnaudB

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Re: Major annoyances with possibly easy fixes
« Reply #1 on: June 24, 2014, 04:23:51 pm »
I agree about the relay. In my last game (the "Striker" save with beacon problem posted in the expansion thread), I had a neutered single AI system stuck deep within my systems that suddenly started spamming warp gates relays one after another. There weren't even a hundred ship there, even after the warp gate relays were created.

Offline orzelek

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Re: Major annoyances with possibly easy fixes
« Reply #2 on: June 24, 2014, 04:27:38 pm »
I had AI threat with strength of few hundred (1 siege for example) build warp relay. Or larger force (up to 20 with some starships MK II on ultra low caps) starting to build one, then being distracted/killed and last few ships would continue the relay until each one of them was dead. In some cases that were cloaked ships from cowardly AI that wouldn't attack but 7 of them would build a relay.

Offline nitpik

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Re: Major annoyances with possibly easy fixes
« Reply #3 on: June 24, 2014, 04:37:24 pm »
I turned Warp Relays off, very soon after they were introduced, after spending several minutes scouring a neutered planet to find the 5 cloaked Zenith Reprocessors which were threat, which were not attacking my fleet parked on the planet, and which were maintaining the Warp Relay at 91% complete. Reminded me of the bad old days of cloaking guard posts + Eyes, but at least you only had to do that once per system, and the cloaking posts didn't move. Then shortly after I found & killed the reprocessors & left the planet, a new relay started construction on the same planet.

I like the concept of the relays, but repeatedly clearing tiny amounts of threat (including cloaked threat) off every planet adjacent to mine was just frustrating.

FWIW, I leave Counter Attack Posts on.

Offline keith.lamothe

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Re: Major annoyances with possibly easy fixes
« Reply #4 on: June 25, 2014, 02:12:37 pm »
TINY threatfleets will make a relay. Killing every stray AI ship is tedious, and will often release more, and even if you scour the planet, it can always reinforce right as you leave.
I think the 7.043 changes make those a lot less annoying.  We'll see how it goes, anyway.  Thanks for bringing it up.


Quote
Minor faction patrols go onto enemy planets and die. That's fine for a zombie network, but resistance fighters/dyson gatlings/freed nebula allies should defend only, even if they don't have the awesome high-level enclave logic.
I do want to do this, but basically any kind of coherent AI for these is a fairly major surgery, even just copying the default enclave logic, etc.  So there's not really time pre-8.0.


Quote
Edit, this one is more minor: Could the spirecraft asteroid filters be combined please?
It can be done, just didn't have time today.  In general many of the filters need changed.  And I'm not sure that second display-mode (or whatever it is) dropdown even serves much of a purpose, except to toggle between "count" and "strength".
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Offline Burnstreet

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Re: Major annoyances with possibly easy fixes
« Reply #5 on: June 27, 2014, 05:08:19 am »
I have 3 more wishes for the filters:
- proper thematical or at least alphabetic sorting (like having the ASC and the Advanced Fac filter next to each other)
- not showing filters for disabled features (would make it easier on beginners, too)
- a Filter for hazards (AI Eyes, Raid Engines, DG Lairs, BHMs, Brutal GPs, maybe also Interplanetary Munitions Boosters, OMDs, Planetary Cloaks)

Offline nas1m

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Re: Major annoyances with possibly easy fixes
« Reply #6 on: June 28, 2014, 02:02:17 am »
I have 3 more wishes for the filters:
- proper thematical or at least alphabetic sorting (like having the ASC and the Advanced Fac filter next to each other)
- not showing filters for disabled features (would make it easier on beginners, too)
- a Filter for hazards (AI Eyes, Raid Engines, DG Lairs, BHMs, Brutal GPs, maybe also Interplanetary Munitions Boosters, OMDs, Planetary Cloaks)
All seconded!
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Offline tadrinth

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Re: Major annoyances with possibly easy fixes
« Reply #7 on: June 28, 2014, 03:06:47 pm »
A filter for Roaming Enclaves would be lovely.  Ideally, one filter that shows counts for all 3 kinds of Roaming Enclaves.  Currently you have to narrow search, and there are four different options for Roaming Enclaves, which look identical in the search options.  Makes it hard to find the friendly Roaming Enclave fleet.

Offline TechSY730

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Re: Major annoyances with possibly easy fixes
« Reply #8 on: June 29, 2014, 12:15:56 am »
Here is one.

Plasma Siege Starship's forcefield "splash through" damage on command stations does not give "your command station is under attack" warning and sound.


Also, there is the issue of that mechanic in general...but that will not have an "easy fix", so a new thread will need to be started for that (too tired to do that tonight)