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[FAQ
Forum Index » » Developer Feedback » » 1.730
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 Author 1.730
Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1730
Posted: 2018-03-29 17:18   
Please give feedback on the recent update in this thread. Changes for this update are below.

- Conform and smooth pitch and yaw camera movement.
- Being in orbit of an enemy planet allows you to enter the engineering screen.
- Boosted out of combat jump drive charge rate by 30%.
- Reworked AI spawn logic.

Please remember that all developers and staff work on this game voluntarily, and to keep all feedback constructive.

Thanks,
P
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Pand0rum (Dragoon)
Grand Admiral
*Renegade Space Marines*


Joined: May 06, 2007
Posts: 44
From: Arizona
Posted: 2018-03-29 19:24   
Thank you for the planet fix
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Space Marines
Reminds me of some good old-fashioned Warhammer Dawn of War

Alcedo
Chief Marshal
*Renegade Space Marines*


Joined: June 03, 2010
Posts: 136
Posted: 2018-03-30 02:16   
Quote:
On 2018-03-29 17:18, Pantheon wrote:

- Reworked AI spawn logic.




Can you elaborate?


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Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 175
From: home planet: Exathra
Posted: 2018-03-30 02:25   
OLD:
AI: Required Rank
Players: Player Rank

NEW:
AI: Ship Gadget Level
Players: Player Rank + Ship Gadget Level
If you are in a dread, there's a chance the AI could spawn a dread, but realistically, it's not as good as you.

hope that answers your question
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1st recorded subscription activation 8-17-01 (under a different name & email)
17 years of playing this mo'-fo....amazing isn't it ?
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Alcedo
Chief Marshal
*Renegade Space Marines*


Joined: June 03, 2010
Posts: 136
Posted: 2018-03-30 03:33   
Thanks a lot Pantheon, at least I see some usefull AI again!
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1730
Posted: 2018-03-30 17:04   
Quote:
On 2018-03-30 02:16, Alcedo wrote:
Quote:
On 2018-03-29 17:18, Pantheon wrote:

- Reworked AI spawn logic.




Can you elaborate?





I can do. The old system worked on a premis of rank value. So a CM logging in would have a rank value of 14, Captain 6, etc. The server tallies up the total value for each faction, and then spawns AI to the total of that. The issue with the system started when we added tiered ships, which included smaller ships at higher ranks, so we could end up in a situation where the game server could spawn an enemy Engineer AI ship ranked at CM when a CM logged in on another faction. Not ideal.

To fix this, I changed the weight system to use the ship level. Destroyer = 4, Cruiser = 5, Dread = 6, etc. In addition, when tallying up player weights, I added their rank to their ship level, so a CM piloting a Dread would be 20 points worth of spawning for the other teams. Whilst I was at it I also disallowed spawning of Scouts, Frigates, Transports, and Stations. Starports spawn Transports as is, so no need for extras, and as far as Scouts, Frigates, and Stations go, the AI is less than ideal at piloting them, so I've excluded them for now.
[ This Message was edited by: Pantheon on 2018-03-30 17:06 ]
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Alcedo
Chief Marshal
*Renegade Space Marines*


Joined: June 03, 2010
Posts: 136
Posted: 2018-03-31 06:46   
Quote:
On 2018-03-30 17:04, Pantheon wrote:
Quote:
On 2018-03-30 02:16, Alcedo wrote:
Quote:
On 2018-03-29 17:18, Pantheon wrote:

- Reworked AI spawn logic.




Can you elaborate?





I can do. The old system worked on a premis of rank value. So a CM logging in would have a rank value of 14, Captain 6, etc. The server tallies up the total value for each faction, and then spawns AI to the total of that. The issue with the system started when we added tiered ships, which included smaller ships at higher ranks, so we could end up in a situation where the game server could spawn an enemy Engineer AI ship ranked at CM when a CM logged in on another faction. Not ideal.

To fix this, I changed the weight system to use the ship level. Destroyer = 4, Cruiser = 5, Dread = 6, etc. In addition, when tallying up player weights, I added their rank to their ship level, so a CM piloting a Dread would be 20 points worth of spawning for the other teams. Whilst I was at it I also disallowed spawning of Scouts, Frigates, Transports, and Stations. Starports spawn Transports as is, so no need for extras, and as far as Scouts, Frigates, and Stations go, the AI is less than ideal at piloting them, so I've excluded them for now.
[ This Message was edited by: Pantheon on 2018-03-30 17:06 ]



Thanks for the explanation, it's much clearer now. Just one other question, if you don't mind: How often does the system do the calculation? Will another player logging in immediately have an effect, or does the server do the check in pre-set time intervals?
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Alcedo
Chief Marshal
*Renegade Space Marines*


Joined: June 03, 2010
Posts: 136
Posted: 2018-03-31 08:43   
Some feedback:

1. The decrease in OOC jd recharge is very nice. It may even be decreased further (maybe 50%). Cannot see any disadvantage to doing it.

Would love to see the same happen to repair times.

2. Dico's working again, very nice.

3. Reworked AI logic. Good to see combat and supply AI again.

4. New OOC times look good, only problem is that it takes a long time waiting to dock in any ship, and then waiting for the docking timer to tick down. Unnecessary in my opinion.

Overall, one of the best updates in a long time. Good work!


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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1730
Posted: 2018-03-31 13:47   
Server checks for AI changes every 30 seconds, so it's quite often, however there may be other lockouts in other systems that we probe to get the info that may run longer between update cycles.

In regards to the docking count down timer, I could drop that down to 3 seconds (to allow people to cancel) as I agree it makes little sense now.
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Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 175
From: home planet: Exathra
Posted: 2018-04-01 02:13   
loving the AI changes, theres lots more and when bombers show up they actually drop bombs.......good job keep up the excellent work.

peace out
_________________
1st recorded subscription activation 8-17-01 (under a different name & email)
17 years of playing this mo'-fo....amazing isn't it ?
119 on prestige list..
R.I.P. Stephen Hawking

  Email Fatal Mack Bolan(WildCards_58th)*COM*
Pand0rum (Dragoon)
Grand Admiral
*Renegade Space Marines*


Joined: May 06, 2007
Posts: 44
From: Arizona
Posted: 2018-04-02 17:31   
Luth AI lately- can anyone relate? Multiple instances where there are 2 bomber luth dreads, 4 crusiers, destroyers, etc that spam the K'luth planet youre trying to capture
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Space Marines
Reminds me of some good old-fashioned Warhammer Dawn of War

Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 175
From: home planet: Exathra
Posted: 2018-04-02 19:53   
i am now thinking that the docking timer is redundant and agree it should be either reduced or removed.
_________________
1st recorded subscription activation 8-17-01 (under a different name & email)
17 years of playing this mo'-fo....amazing isn't it ?
119 on prestige list..
R.I.P. Stephen Hawking

  Email Fatal Mack Bolan(WildCards_58th)*COM*
Renovamen
Chief Marshal
*Renegade Space Marines*


Joined: November 15, 2012
Posts: 20
Posted: 2018-04-02 20:29   
Quote:
On 2018-04-02 17:31, Pand0rum (The Dragoon) wrote:
Luth AI lately- can anyone relate? Multiple instances where there are 2 bomber luth dreads, 4 crusiers, destroyers, etc that spam the K'luth planet youre trying to capture




The only AI I've seen so far is Kluth AI, not one UGTO AI defending Sol or any other system, not even a dessy! Kluth also had a higher "new" points system.

*Edit* Forgot to say Kluth had AI (2 dreads, 2 cruisers) when they should have had no AI (according to the points system)
[ This Message was edited by: Renovamen on 2018-04-02 20:32 ]
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Alcedo
Chief Marshal
*Renegade Space Marines*


Joined: June 03, 2010
Posts: 136
Posted: 2018-04-03 02:14   
Quote:
On 2018-03-31 13:47, Pantheon wrote:
Server checks for AI changes every 30 seconds, so it's quite often, however there may be other lockouts in other systems that we probe to get the info that may run longer between update cycles.

In regards to the docking count down timer, I could drop that down to 3 seconds (to allow people to cancel) as I agree it makes little sense now.



The docking timer is not so much a problem, the main problem is the fact that the shipyard cannot be used as long as the combat timer is active. That can be removed. It should be changed so that ships can dock, even with an active combat timer.
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Alcedo
Chief Marshal
*Renegade Space Marines*


Joined: June 03, 2010
Posts: 136
Posted: 2018-04-03 02:16   
Quote:
On 2018-04-02 20:29, Renovamen wrote:
Quote:
On 2018-04-02 17:31, Pand0rum (The Dragoon) wrote:
Luth AI lately- can anyone relate? Multiple instances where there are 2 bomber luth dreads, 4 crusiers, destroyers, etc that spam the K'luth planet youre trying to capture




The only AI I've seen so far is Kluth AI, not one UGTO AI defending Sol or any other system, not even a dessy! Kluth also had a higher "new" points system.

*Edit* Forgot to say Kluth had AI (2 dreads, 2 cruisers) when they should have had no AI (according to the points system)
[ This Message was edited by: Renovamen on 2018-04-02 20:32 ]



I think the problem is with the low amount of players logging in nowadays. When a faction has nobody on, that faction gains a huge amount of AI, but as soon as a single CM logs into a faction, most AI disappears.
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