Author Topic: The Big Push  (Read 3418 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: The Big Push
« Reply #15 on: October 14, 2009, 02:35:28 pm »
I think that is what happened, yes.  I'll be looking at this today for sure, you can bet.  I'll try to make it retroactively fix any savegames where there are too few, as well, so that people don't have to start over.
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Offline darke

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Re: The Big Push
« Reply #16 on: October 14, 2009, 07:58:13 pm »
Maybe the tweak to start the V worlds further apart managed to block out more of the worlds that allow the ARS/AF to be populated on? I think that if at least one ARS/AF can't be populated anywhere other then on a player or AI homeworld, it should drop one of each on one of the player's homeworlds. Is a bit of an unusual bonus, but that's what randomness is for. :)

How about dropping one on each of the AI's homeworlds? :) That would make it hard AND fun  ;)

I have no problem with that in addition to boost up the number of ARS/AF to the max of 5/5 if it's going to place less, I'm just having issues with not being able to grab any Advanced Factories in my AI10/8-start world/Techno-AI start games at the moment on the small map types. When you're having to defend at the start from waves of IV ships you need every high level ship you can muster, and the only AF being available for the taking being on a V world is somewhat counter-productive. :)

On the other hand, having at least one high value capturable on the AI homeworlds would mean that there would be less incentive to just park-and-defend rather then take out the AI command center and suffer the +100AI boost.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: The Big Push
« Reply #17 on: October 14, 2009, 10:28:05 pm »
As it turns out, the reduced number of ARSes on smaller maps was something I had intentionally added a while back, so it wasn't related to the home planets placement logic at all.  I've decided to reverse that prior decision for sure, though, as I think it makes the smaller maps too hard.  From upcoming O's release notes (O will be out tonight):

-In recent releases (since 1.201 or so, most likely), on maps smaller than 80 planets there were often too few Advanced Research Stations.  This was initially by design, but it made the smaller maps harder than expected.  There are now always 5 ARSes on every map, and existing savegames will be updated on their next load to include the correct number of ARSes.
   -On very tiny maps, especially 10 planet maps that have 8 planets starting out belonging to players, this can lead to duplicate ARSes on individual AI planets.

-The population algorithm for ARSes is now better -- before it was only ever seeding them on planets belonging to the first AI, but now it will seed them on the planets of both AIs.  This will affect the layout of existing map seeds, but not existing savegames.

-The initial population algorithm for Advanced Factories is now better -- this really only affects very tiny maps with large numbers of starting planets.  All AFs are placed in enemy territory, but this could now include home planets of the AIs, and multiple AFs per planet if needed.  The number of AFs will normally be 2x the number of starting player home planets, but it will also now never exceed 2x the number of starting AI home planets.  The changes to this algorithm will not affect existing savegames.
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Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: The Big Push
« Reply #18 on: October 14, 2009, 11:37:03 pm »
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