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SiegeAI gated behind evolution #140
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Something like 50% evolution |
At this moment if SiegeAI and Peaceful AI are turned off, then enemy invests more into MigrationAI, quickly fulfilling ALL good free areas before evolution even reaches 5-10%. With SiegeAI some points are lost due to unlucky sieging (as I wrote in other issue it is unlucky in ~70% cases - selected build place is too close to player's defenses making it some kind of direct raiding and easing the game). |
https://github.com/veden/Rampant/blob/master/libs/AIPlanning.lua#L143 to https://github.com/veden/Rampant/blob/master/libs/AIPlanning.lua#L155 Points are based on the difficulty mod setting, active nest count, evolution level, base AI state, and temperament level |
Turning off both SiegeAI and MigrationAI leads to complete silence -> issue #152 about something not working in Raiding&Aggressive AI phases. Pls ask more details if needed (I didn't try to catch for points spendings during some time period so far, because it's too difficult via console - may be there is a way to read it in log?). |
I enabled back SiegeAI and MigrationAI, because it's way too boring without them, and reduced Rampant Map setting "Difficulty Scaling" to 0.5, but must admit it makes a very small effect for MigrationAI, because biters expanded quite a lot in 2 hours. Seems like an abundance of 300% autogenerated enemy base size around provides this effect. All this matter requires a deep testing. For example to compare the same 2 hours time period started from one gamesave point for Difficulty Scaling = 1.0 and then for 0.5. Such tests took place very long ago: |
Played some more with 0.5 difficulty scaling (I have evolution somewhere 12..15 %) and probably it makes effect. |
for example this scaling can depend on time passed since game start or biters/nests/worms destroyed or whatever. |
Action points are already gained faster at higher evolution. Damage could be scaled infinitely for the enemies through technology being researched by the enemy force. Part of the challenge is determining what those behaviors should be. Open to any recommendations you may have. |
Started new game with Rampant3.2 after fixes. Got to evolution 14% - looks good so far, with turned on PeacefulAI, SiegeAI, MigratingAI states. Purple cloud is off, but poor-coded AlienBiome was unloaded too - no balance-breaking trees/rocks and tiles pollution absorption issues. |
Wrong. Unfortunately this is true only in game very beginning :-( |
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