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IDProjectCategoryDate SubmittedLast Update
0001708AI WarSuggestion - AI Behavior And TacticsDec 2, 2010 5:38 pmDec 2, 2010 10:48 pm
ReporterSuzera 
Assigned Tox4000 
Severityminor 
StatusresolvedResolutionfixed 
Product Version4.042 
Fixed in Version4.043 
Summary0001708: Have the AI prioritize planet defense strength instead of distance when deciding where to attack with CPAs/raids/etc
DescriptionHaving it almost always do what seems to be pathing to the closest planet allows for an extremely easy focusing of static defense, even without hard chokepoints. Blowing up on the heavily defended planet next door is a lot less dangerous and smart than taking the 50 planet trip around said defended planet to hit softer targets. Usually is is just some random isolated junk floating around that will do nothing to the defense planets that would use this logic, so defense should by far be a bigger priority for choosing a target than distance.
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(0004925)
TechSY730 (reporter)
Dec 2, 2010 5:42 pm
edited on: Dec 2, 2010 5:46 pm

Didn't the devs add logic to do this last beta (or was it this one)? Are you saying the ai is still not doing a good job of this?

Edit: Oh, and difficulty level of ai are you playing against? They are pretty bad at considering defensive strength until about lvl. 6

(0004927)
Suzera (reporter)
Dec 2, 2010 5:51 pm
edited on: Dec 2, 2010 5:52 pm

7.6 or 8. It's still seemingly terrible at deciding where to attack.

(0004932)
Suzera (reporter)
Dec 2, 2010 5:59 pm

To clarify, it looks like the additions were to determine WHEN they should attack where they are going, not to actually change where they go. The AI still ends up going in fairly predictable "attack lanes" that lead to relatively easy soft chokepoints, even when you lack a hard choke point.
(0004941)
TechSY730 (reporter)
Dec 2, 2010 6:34 pm

Ah, that is what you were talking about. Yea, they are stupid about choosing planets to assault, or rather now, "stalk".
(0004955)
x4000 (administrator)
Dec 2, 2010 8:07 pm

Prioritizing defense levels would be a really bad idea, because that lets AIs fall into the "gap in the wall" sort of exploits. Which they already sort of are now, because they're prioritizing distance. Now they prioritize nothing:

* When AI ships are fleeing from a planet, they will now tend to scatter a lot more than they used to, and have a much greater chance of circling around to an undefended or unexpected part of player territory. Paired with other recent changes that make the AIs more smart about when to attack a planet they are "stalking," this will make them a lot less predictable and a lot more dangerous.
(0005007)
Suzera (reporter)
Dec 2, 2010 10:48 pm

When they prioritize distance, you can easily make any planet at all a chokepoint pretty much, unfortunately. Even if it isn't actually a chokepoint.

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- Issue History
Date Modified Username Field Change
Dec 2, 2010 5:38 pm Suzera New Issue
Dec 2, 2010 5:42 pm TechSY730 Note Added: 0004925
Dec 2, 2010 5:44 pm TechSY730 Note Edited: 0004925 View Revisions
Dec 2, 2010 5:46 pm TechSY730 Note Edited: 0004925 View Revisions
Dec 2, 2010 5:51 pm Suzera Note Added: 0004927
Dec 2, 2010 5:52 pm Suzera Note Edited: 0004927 View Revisions
Dec 2, 2010 5:59 pm Suzera Note Added: 0004932
Dec 2, 2010 6:34 pm TechSY730 Note Added: 0004941
Dec 2, 2010 8:07 pm x4000 Note Added: 0004955
Dec 2, 2010 8:07 pm x4000 Status new => resolved
Dec 2, 2010 8:07 pm x4000 Fixed in Version => 4.043
Dec 2, 2010 8:07 pm x4000 Resolution open => fixed
Dec 2, 2010 8:07 pm x4000 Assigned To => x4000
Dec 2, 2010 10:48 pm Suzera Note Added: 0005007


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