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IDProjectCategoryLast Update
0015661AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsApr 14, 2016 3:52 am
ReporterRanakastrasz Assigned To 
Severitytweak 
Status acknowledgedResolutionopen 
Product Version7.062 
Summary0015661: Artillery Golem and Similar
DescriptionMY artillery golems have fun wasting their overpowered shots on things like defensive turrets, of which we have hundreds, and overkill them to a hilarious degree.

Suggest units such as Artillery Golems (as well as any slow firing, heavy hitters, such as anti-starship arachnid effect, Mass Drivers) should target as follows.
High Threat Targets. (Golems, Spire, Champions)
High Value targets. (Command center, Capturables, Power generators, etc)
Starships
Shields
Whatever else is valid.

~Dont target shields if anything else higher priority is killable. But dont target turrets or w.e if shields exist.
~Mass drivers, while immune to shields, if not modular, should take them out as a priority, to open it up for other attackers.
TagsNo tags attached.
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TechSY730

Aug 17, 2014 11:49 pm

reporter   ~0038978

Artillery golems certainly should get the "prefer big things" flag like the plasma siege starships and the bomber starships have (assuming they don't already).

In the mean time, you can work around this by putting the arty golem in low power mode before sending through a wormhole, going through, giving it the thing to attack, then turning it back on.


Also, make sure your preferred target settings on it isn't set to something small; that takes priority over "prefer big things" if it can find such a unit that the golem has set as a "preferred" unit (this applies to all ships BTW). You can clear a "preferred target" with the "stop" command (bound to End by default)

Ranakastrasz

Aug 18, 2014 11:57 am

reporter   ~0038979

My problem is that the AI uses it in a horribly ineffective way. I see them as a joke compared to, say, armored golem, which did around 10 times as much damage over it's life due to it's durability. If the two artillery golem focused on my forcefield, then my command center, I would have lost the planet within around 30 seconds. Instead, they wasted 2-3 minutes killing turrets, for no good reason.

crawlers

Aug 25, 2014 10:43 am

reporter   ~0039079

With some remains rebuilders, the arty golem turret killing spree can be maintained indefinitely.

Ranakastrasz

Nov 14, 2014 6:35 pm

reporter   ~0039744

My problem isn't my own Artillery Golems, which I know fully well how to use, but rather the AI using them. I was momentarily terrified, considering their damage output is enough to obliterate my command center's shield in one hit, followed by the second, followed by the command center, and there was a large fleet supporting it, and two artillery golems. And then I was massively disappointed by the lack of doom....

tadrinth

Apr 14, 2016 3:52 am

reporter   ~0045480

Seems like a good candidate for the 'Bullheaded' targeting type used by Carriers, which makes them prioritize:

"military command stations, logistics command stations, modular forts, forts, heavy beam cannons, and other command stations (in basically that order)"


- 6.028 notes, https://arcengames.com/mediawiki/index.php?title=AI_War:Current_Post-6.000_Beta#AI_Improvements).

Would be a good start. I think that will make them ignore most of the chaff in favor of pounding their way through any FFs covering command stations.

If that's a weighted priority list and the actual target selection is slightly randomized, I think that would be perfect. If it's a hard ordering, spam rebuilding Mk1 HBCs could keep an arty golem busy for a while.

Issue History

Date Modified Username Field Change
Aug 12, 2014 2:24 pm Ranakastrasz New Issue
Aug 17, 2014 11:49 pm TechSY730 Note Added: 0038978
Aug 18, 2014 11:57 am Ranakastrasz Note Added: 0038979
Aug 25, 2014 10:43 am crawlers Note Added: 0039079
Nov 14, 2014 6:35 pm Ranakastrasz Note Added: 0039744
Nov 14, 2014 7:18 pm Chris_McElligottPark Status new => acknowledged
Apr 14, 2016 3:52 am tadrinth Note Added: 0045480