Author Topic: Some issues about the game  (Read 2380 times)

Offline Jynx

Some issues about the game
« on: April 22, 2015, 05:34:37 am »
Hello,

First of all, I'm sorry if this is not the right section, but I'm not sure whether my problems are a bug in the code or just my misunderstanding. I'm not in the beta, so I'm referring to version 7.1.
So... These're my personal issues about enemy's IA:

1) Cosette's IA. It seems that she likes to stay still a bit too much. In the second mission of First Arrival, she kindly waited for me to destroy her fleet. She fired her missiles, moved a bit forward, and... that's all. During the other occasion you face her (I do not exactly recall the mission) she behaved the same.

2) Sometimes, I've seen capital ships move forward, then immediately backwards. I think their goal was to move two squares forward, but in the specific circumstance they had a line of Ryders in front of them, so they couldn't do that.

3) Since PACT Support can disable enemy curses and curse my own army, I wonder why they do not always get picked as first during enemy turn.

4) During Escort missions, the fact you can have the cargo move forward without the enemy even trying to stop it ruins a bit the immersion in the game for me.
I do realise that if the enemy always picked the cargo as his target the player wouldn't stand a chance, but the whole concept in my opinion needs some kind of improvement. Either the enemy gets less reinforcements, either the cargo has to stay alive for X turns (instead of getting to the right of the battlefield), but I think the enemy should be more active towards your escort.

Generally, I think the IA likes a bit too much to move forward and, as a result, gets always annihilated by my personal ball of death which doesn't even have to move. Ryders just rush forward and die because of Assault, Pulse or Melee weapons, while capital ships do not stand a chance without some kind of protection in front of them. It wouldn't be bad to see more careful moving and keeping units under shield / flak protection.

I also have some other issues...

1) The very last mission of Mask of Arcadius.
If you pick the scenary without the Sunrider, you're doomed to count exclusively on Asaga. She definitely gets way too overpowered and I think her ability should have some kind of cap (she arrived to deal something like 1200 damage with a single attack, and I had enough energy to do two attacks per turn). Yet, you're somehow forced to have something like that, since you face tons of enemies with high evasion and flak, while your army lacks precise weapons and, most importantly, you cannot use command points. I do not really see the point in this. It makes the whole thing a bit boring (although not really harder, since you've so many ships), while the other scenary is definitely less frustrating.

2) The lack of deployment possibility in First Arrival. I do realise you've introduced that possibility only in Mask of Arcadius, but it would be really great to have that option also during First Arrival's missions.
Also, I think you can place your units a bit too forward compared to the enemy fleet's position. Most of the time, I can easily smash carriers and battleships during my first turn.

Well... I think that is all.
I would like to thank a lot the developers for all their work so far... I hope my suggestion somehow will be useful.

Also, I'm not an English native speaker, I'm sorry for any mistake and hope it doesn't prevent comprehension  ;D
« Last Edit: April 22, 2015, 05:38:29 am by Jynx »

Offline Drath

Re: Some issues about the game
« Reply #1 on: April 22, 2015, 03:14:21 am »
AI issues:

1)Cosette's AI. Yes this is a known bug, introduced in 7.1a. This was not evident in earlier versions (4.2 and 6.0b). In 7.2 this has already been corrected and you'll be facing missiles plus rocket spam as was intended. She also melees and fires assault logically now too in 7.2.

2)Enemy ships move forward then backwards or sideways. Again a known issue introduced in 7.1a. Pathing problem. Should be also fixed in 7.2. Haven't seen it anyway so far.

3)On PACT Supports taking action first, yes, that would be logical. I've always had the impression that they were amongst the first few enemy units to move though, rather than towards the end. Maybe not the absolute first, but early enough that I think they had an impact. I believe I do remember one instance where the PACT supports negated Liberty's debuffs and the enemy unit in question was able to move and fire.

4)The escort/cargo moves forward without being targeted if you have dealt enough damage to enemy units that the aggro is firmly on Sunrider and its ryders. Balancing how much the AI should target the escorted ship can be tricky. Too much focus can result in hanging back with the escort and having Sunrider/ryders shooting enemy ships freely while enemy moves towards it.

Move and not shooting is a definite issue with 7.1a. This was actually not so in earlier versions (4.2 and 6.0b). In 7.2 this has already been corrected and you'll be facing heavy fire as was intended.


Other issues:
1)The scenario without Sunrider but with 3 Alliance battleships is harder/longer than the scenario with Sunrider. It seems like it is meant to be so. I wouldn't say you need to count exclusively on Asaga though. Paladin and the Alliance battleships are good against larger capital ships. As for dealing with Arcadius ryders, Sola can definitely hit them when Awakened and if upgraded to 2 shots/turn can deal good damage as well.

2)First Arrival was balanced without initial deployment option. It might need to be completely rebalanced if initial deployment was available from the start. In 7.2 you will only be able to place ships 1 hex less "forward" then in 7.1a, to curb kinetic blitzing in turn 1.

Most of your suggestions are already in place for the next patch, but thank you for reaffirming the earlier concerns of the forumers here. For proposed changes do have a look at:
http://innomenpro.com/forums/index.php?topic=790.msg19501#msg19501
 
For current 7.2:
https://github.com/vaendryl/Sunrider
Beware it still has bugs!! (though bugs of a different nature)
You are welcome to playtest and give feedback as long as you realize it is NOT official and yes it still has bugs

Offline The Nothing

Re: Some issues about the game
« Reply #2 on: April 22, 2015, 06:13:42 am »
Quote
I do remember one instance where the PACT supports negated Liberty's debuffs and the enemy unit in question was able to move and fire.

This is a problem then, because if you remove a -100% shield/flak debuff, it's okay you can use your defences immediately, but if you remove during your turn the -100% energy regen debuff, you shouldn't have your energy back considering energy regenerate at the beginning of each turn.

This is what is happening with our ships and enemy support ryders. You have the -50% energy regen debuff, you lost one turn because even with restore you will not have your energy back.

Offline Drath

Re: Some issues about the game
« Reply #3 on: April 22, 2015, 03:35:47 pm »
This is a problem then, because if you remove a -100% shield/flak debuff, it's okay you can use your defences immediately, but if you remove during your turn the -100% energy regen debuff, you shouldn't have your energy back considering energy regenerate at the beginning of each turn.

This is what is happening with our ships and enemy support ryders. You have the -50% energy regen debuff, you lost one turn because even with restore you will not have your energy back.

Yep that's certainly true and a known issue. You're stuck with the energy debuff for a turn even after dispelling. I don't think 7.2 has gotten rid of it though, but I think Britnoth addressed it in his mod.

Quoting his fixes:
"Fixed energy buffs/curses lasting 1 turn longer than displayed/intended by moving the buff duration check to before energy gained."

As for the enemy being able to dispel and move, I might have remembered the scenario wrongly, though somehow I'm still a little inclined to believe it really did work that way for the enemy. Some checks here would be nice as what I remembered might be from an earlier version.

Offline Jynx

Re: Some issues about the game
« Reply #4 on: April 22, 2015, 10:00:19 am »
Oh... I'm sorry then, my bad. I should have read around a bit more before posting  :'(
Thank you for your answer! :)

(And I'll definitely try the new version).

Offline Britnoth

Re: Some issues about the game
« Reply #5 on: April 23, 2015, 02:07:53 am »
As for the enemy being able to dispel and move, I might have remembered the scenario wrongly, though somehow I'm still a little inclined to believe it really did work that way for the enemy. Some checks here would be nice as what I remembered might be from an earlier version.

From what I remember, the PACT supports can remove a disable on another ship that moves later in the turn queue, resulting in that disable doing nothing at all.

While the player side gets all its energy at the start of your turn. You can move ships in whichever order you want (which the enemy cannot) but you cannot counter energy debuffs immediately like they can either.

Is this something people would want changed? Bianca's restore is mostly unused right now so maybe that would be an improvement.

EDIT: Added this to my test mod. Restore now returns energy relative to the energy debuff it removes.
« Last Edit: April 23, 2015, 03:28:46 am by Britnoth »

Offline Jynx

Re: Some issues about the game
« Reply #6 on: April 26, 2015, 06:15:16 am »
I've to say that 7.2 really has given me what I was looking for, and thus I settled for my 4th playthrough (still discovering new things, like the fact you might not have the possibility to destroy the Agamennon at Versta...)  :)

Thanks for highlighting it out to me. It almost feels like a different game compared to 7.1; the enemy is finally using his numerical superiority instead of wasting it going full kamikaze against my line.

Offline The Nothing

Re: Some issues about the game
« Reply #7 on: April 26, 2015, 12:11:58 am »
This is true, IA is more intelligent, although the way it is spamming lasers while they have a lot of shields isn't very fun for the player.