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Original comment by silvernt...@msn.com
on 12 Jun 2012 at 10:27
Attachments:
Hi and thanks for reporting. The poor dargslan were still confined to a smaller
space which limited thier mobility. You started capturing their planets which
crippled their economy and they lost. I can patch the game but you might need
to resume your gameplay from the level 5 start save, hit CTRL+4, then CTRL+5 to
re-enter level 5 and fix the state. I also noticed you run on 50 min/step.
There is currently an issue with AI activity and game speed: AI is limited to 1
action per step which results in low reaction speed compared to your actions.
Btw., please next time zip the saves you want to upload.
Original comment by akarn...@gmail.com
on 12 Jun 2012 at 11:23
Thanks for the fast reply. The 50-60 minutes steps were kind of necessary,
because the game slows down extremely at level 4. Might be because of the
around 200 traders swarming all over the place. :D
Original comment by silvernt...@msn.com
on 12 Jun 2012 at 11:49
I made some tuning to the AI. Try with the latest version.
How did you get 200 traders? Do you have a save for this? There were some
crashes affecting performance in the 0.95 release.
Original comment by akarn...@gmail.com
on 12 Jun 2012 at 3:04
I can already confirm that the crashes are gone. Things are running amazingly
smooth so far. I've worked my way back up to rank 4 and started harassing my
neighbours.
Unfortunately I don't have a save file of the enormous amount of traders. Right
now there are a lot less. I'll keep a watch on that.
Original comment by silvernt...@msn.com
on 13 Jun 2012 at 4:36
All right, done with that game. The planets were a lot better defended this
time, but I still haven't seen any fleet attacking me.
Noticed two other odd things this time:
-When I reached Grand Admiral, all planets that I had already explored
disappeared and I had to explore them again.
-The AI almost never fires more than one missile at my forces. Seems like a
waste having very expensive star bases and not equipping them :S
All in all, the game went very smooth and I kept the steps at 10 minutes. I
played all of the game in version 0.95.004
Original comment by silvernt...@msn.com
on 13 Jun 2012 at 1:07
I don't know why you haven't been attacked. In its cleanest form, the AI works
well in the human vs. ai skirmish.
Do you have the level 5 save where you had the discovered planets disappear?
The missile issue has been fixed in 0.95.005.
Original comment by akarn...@gmail.com
on 13 Jun 2012 at 1:55
Attached a few save games
-Level 4 before conquering Dribs (just use the main fleet to take the Dargslan
planet Outer 5 instead. It is undefended)
-Level 5 start
-Level 5 end (with enemy fleets just randomly sailing through space)
Original comment by silvernt...@msn.com
on 13 Jun 2012 at 2:45
Attachments:
I've just started a few free games and watched the AI do its stuff. It has
gotten a lot better later in the game. (well, that is, if I let 'later in the
game' happen)
Two things that struck me:
-The AI doesn't attack before having explored the galaxy (even when at war)
-The AI has got a huge problem with keeping the citizens happy. There seems to
be a bug with AI police stations. Right now the Dargslan would need around 15
police stations per planet just to keep their citizens happy (and boy are they
strong, when they've got happy citizens). The player would only need 2 or 3
police stations.
Original comment by silvernt...@msn.com
on 24 Jun 2012 at 3:43
Just helped the Dargslan build up a bit. It took around 100 police stations to
make all planets really happy. They are now able to conquer the galaxy in a
year.
They could be a bit more aggressive though. At the end of 3428 they have around
20 fleets and only attack with one. :S
Attached the save game for the powerful Dargslan
Original comment by silvernt...@msn.com
on 24 Jun 2012 at 7:53
Attachments:
Hostility is timer based. Unfortunately, I haven't found good sources on how to
do it better. Most sources simply refer to GOAP without any proper explanation
or examples.
A pure reactive approach would be that once your fleet is filled up completely,
attack immediately. But this will keep the player under constant pressure when
faced with multiple enemies at once, and probably defeat him/her.
This subject needs further research and thinking (which could be done by
anyone).
Original comment by akarn...@gmail.com
on 24 Jun 2012 at 9:40
Is it possible to have different AI behaviour for different difficulties?
e. g.
Easy: Normal timer
Normal: Normal timer
Hard: Fast timer, AI attacks player as soon as the player starts a war
Very Hard: No timer (attack when ready), AI can attack the player as soon as
he/she reaches rank 4
Insanely Hard: No timer, AI can attack the player as soon as he/she reaches
rank 4, AI planets have more happiness buildings/police stations (more money
for the AI)
The last one would need some testing, but as far as I can tell the Dargslan are
still having trouble with taking down other empires, especially the Free
Nations, which, luckily, should prevent the player from getting swarmed by the
Dargslan.
Original comment by silvernt...@msn.com
on 24 Jun 2012 at 10:04
The timer is currently 7-easy, 5-normal, 3-hard. The exceptional strength of
the FN and FT may come from the fact that the autobattle considers rockets
incorrectly. Since dargslan ships only feature 2-4 and human ships 10-22, that
caused a huge inbalance. For now, I'll just remove the rocket from these
battles.
Original comment by akarn...@gmail.com
on 24 Jun 2012 at 10:10
OH MY GOD. Whatever the AI had for breakfast... it worked!
I'm losing ships and tanks like crazy. There seems to be no planet without
awesome defenses. Attached one screenshot from the Garthog wars. That was
glorious!
I think this issue is as good as solved. I don't think I can take down any race
before they strike back this time.
Original comment by silvernt...@msn.com
on 28 Jun 2012 at 9:22
Attachments:
Thanks for the feedback.
Original comment by akarn...@gmail.com
on 28 Jun 2012 at 9:28
Got both Dargslan and Sullep to 1 Planet around December 1. The last planets
were protected by several fleets... no chance to defeat them without better
technology. So, I just bombed the shit out of the colonies until they revolted
XD (while the fleets obliterated my ships)
This playthrough I noticed two things:
-Fortresses can fire on tanks before they are completed.
-The enemies are extremely unbalanced right now. Right now the smaller empires
have planets that take hundreds of tanks and ships to conquer:
I skipped conquering the Morgath altogether. All three planets had a huge army
of Kamikaze tanks
The Ychom had 5x Meson Projector + Hypershield on every planet and a whole lot
of tanks on the ground
The Sulleps only had ground forces on one planet. Hundreds of light tanks :S
(at that point I imagined myself dancing on the bridge and screaming
'fireworks, fireworks') The Dargslan had no ground forces.
Anyhow, both Sulleps and Dargslan had pretty good defenses on around half of
their planets and only a few ones that were easy to take. The AI sure is
getting a lot better. This time was by far the most fun I've ever had in
Imperium Galactica. :D
Original comment by silvernt...@msn.com
on 29 Jun 2012 at 12:01
You are playing on hard, right? Alien colonies get up to 68 vehicles of the
best available.
Did you try to get the best technology against the dargslan?
As for the sulleps, it seems I forgot to allow them to build medium tanks and
launchers. Currently, only Dagslan and Ecalep get HeavyTank. Do you remember if
the original went beyond this, e.g., everyone had heavy tanks?
Original comment by akarn...@gmail.com
on 29 Jun 2012 at 12:35
Researching technology is always really slow. I think it takes at least until
January to research the best ships and guns(even with the highest funding and
enough money). I know that they can be defeated quite easily with better
technology, but they are usually dead before I get it :S
From the original I only remember that the Dargslan had really hard to kill
tanks and the Sulleps that one tank that pretty much instantly kills light
tanks.
Original comment by silvernt...@msn.com
on 29 Jun 2012 at 2:03
I'm closing this one as the original issue seems to be resolved to some extent.
Original comment by akarn...@gmail.com
on 13 Jul 2012 at 1:19
Original issue reported on code.google.com by
silvernt...@msn.com
on 12 Jun 2012 at 10:24Attachments: