Author Topic: TLF Ver 1.007-1.008 Beta Released (Solar Map Balance And Auto-Resolve Polish)  (Read 3741 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
I look forward to having an actual "ground bombardment/combat" interface so that we can stop wondering why when a space armada has dominance for what feels like a decade that nothing happens. Plus, it would help troubleshooting on the player side if something unintended happens.

Yeah, this is a really good point.
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 lifehole

  • Full Member
  • ***
  • Posts: 137
Pretty much every game I'm observing has one either 50 yr long or neverending battle/siege. The AI will never look for alternatives if a siege or battle hasn't ended in like 10 years, so it can sometimes completely bring games to a standstill (also can be kinda dumb when an armada just stays sieging somewhere while their homeworld is invaded.)

Also every game I've simmed has had the skylaxians or evuck as the primary power(s). Probably just a natural thing since they are both the most technologically proficient, but it'd be interesting to atleast have some variation or competition in that area as otherwise they are basically tech-discovery monopolies for the entire game.

Another weird thing I'm noticing is that even if the timer  for the gas giant ignition runs out, the majority of the time nothing happens.

Completely unrelated, the wiki states these relationship markers exist. They don't: Unyieldingly Hated: -100 to -90 influence Abject Loathing: -100 to -90 attitude

EDIT: I know I'm probably just babbling to thin air here but I think I've got a perfect example of this standstill in action in the attached savefile. The stylaxians probably have like 500b people, god mote, and time travel, and yet can't pierce the defenses of this infinitely respawning 2-3 armadas that are there.
« Last Edit: April 30, 2014, 12:19:56 pm by lifehole »

Offline Fleet Unity

  • Full Member Mark III
  • ***
  • Posts: 232
I do not know if this is the right place to post this but you know how pirate convoys are not always an option to attack unless a pirate base can be destroyed does this mean on the solar map or in the friendly race options? I ask this because the attack trade convoy option (to get bribe items) does not seem to appear anymore.

Edit I see they only appear in the mission tracker if a signal is found I just had to play longer to see that. :)
« Last Edit: April 30, 2014, 02:03:44 pm by Fleet Unity »

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Pretty much every game I'm observing has one either 50 yr long or neverending battle/siege. The AI will never look for alternatives if a siege or battle hasn't ended in like 10 years, so it can sometimes completely bring games to a standstill (also can be kinda dumb when an armada just stays sieging somewhere while their homeworld is invaded.)

Also every game I've simmed has had the skylaxians or evuck as the primary power(s). Probably just a natural thing since they are both the most technologically proficient, but it'd be interesting to atleast have some variation or competition in that area as otherwise they are basically tech-discovery monopolies for the entire game.

Another weird thing I'm noticing is that even if the timer  for the gas giant ignition runs out, the majority of the time nothing happens.

Completely unrelated, the wiki states these relationship markers exist. They don't: Unyieldingly Hated: -100 to -90 influence Abject Loathing: -100 to -90 attitude

EDIT: I know I'm probably just babbling to thin air here but I think I've got a perfect example of this standstill in action in the attached savefile. The stylaxians probably have like 500b people, god mote, and time travel, and yet can't pierce the defenses of this infinitely respawning 2-3 armadas that are there.

We have mostly fixed that -- they do indeed conquer it now, although it takes longer than I feel like it should.  It was just the Skylaxians and Andors that had the infinite sieges before, but that should no longer be the case.
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 lifehole

  • Full Member
  • ***
  • Posts: 137
Good stuff, you guys. It's kindof a flaw that would only effect honorable races; because there was always more than one armada spawning, so they couldn't ground-invade and they don't bomb. I understand infinite containment sieges with the andron (no bombing or invading.) Which is kinda plausible because they would rather contain than harm. But the skylaxians who are typically more interventionist/actually invade it didn't make much sense. Also ofcourse because it would completely occupy either nations entire fleet while their homeworld burned and whatnot.

Don't really know 'how' you fixed it, but I imagine maybe it involved changing the required amount of armadas to prevent an invasion? dunno, changelog just says supply lines, but that doesn't remove the 1 armada block-from-invasion rule.

Either way, thanks a bunch for listening/responding/troubleshooting as per usual, you guys.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Our pleasure. :)

In this particular case it was actually a matter of delivery of personnel pods with troops to the front lines.  Previously they had to be brought along with armadas.  Now they get launched from the origin planets to the armadas on the front lines when needed.  It's something that keeps things from stagnating when new armadas are not being added and bombing isn't happening.  But the number of armadas there to support the ground attack is still important for how many personnel pods can be launched to there, etc.  It is just a matter of when they go.
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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Don't really know 'how' you fixed it, but I imagine maybe it involved changing the required amount of armadas to prevent an invasion? dunno, changelog just says supply lines, but that doesn't remove the 1 armada block-from-invasion rule.
Each orbiting armada attacks separately.  So if there's 100 armadas attacking, and 1 armada defending, and the defending armada dies after the 50th attacking armada shoots at it, then the other 50 armadas get to attack the surface of the planet.  That's the way it's been for a while, but there were other issues (IsHonorable, ground-invasion supply) obscuring it in your case.
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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
lifehole, thanks for the save with the Boarines holding off those Skylaxian swarms so impressively.  They were actually seeing a net _increase_ in the number of defending armadas (so no "can still attack surface if only 1 defending armada" rule or some such would probably have worked, the Boarines were easily sustaining 8 to 10 of them), despite being outnumbered more than 10 to 1.

For 1.010:

* Now when attacking armadas confront defending armadas of a planet or outpost, each defending armada can only engage two attacking armadas per day.
** The other attacking armadas are free to bombard/invade the planet/outpost, if they've been in orbit long enough for that.

Thanks :)

With that change, the planet flips pretty quick.
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 lifehole

  • Full Member
  • ***
  • Posts: 137
lifehole, thanks for the save with the Boarines holding off those Skylaxian swarms so impressively.  They were actually seeing a net _increase_ in the number of defending armadas (so no "can still attack surface if only 1 defending armada" rule or some such would probably have worked, the Boarines were easily sustaining 8 to 10 of them), despite being outnumbered more than 10 to 1.

For 1.010:

* Now when attacking armadas confront defending armadas of a planet or outpost, each defending armada can only engage two attacking armadas per day.
** The other attacking armadas are free to bombard/invade the planet/outpost, if they've been in orbit long enough for that.

Thanks :)

With that change, the planet flips pretty quick.

Nice work! thanks for taking a look at the save.