30JUL15 - 1WK NOTICE: NPC AI & DIPLO CHANGE |
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GM Stormcrow
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GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
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Topic: 30JUL15 - 1WK NOTICE: NPC AI & DIPLO CHANGEPosted: 30 Jul 2015 at 22:32 |
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Hi all,
Giving one week's notice of the following changes to things! CONCURRENT DIPLOMATIC MISSIONS We're reducing the number of concurrent missions any one town can have running at the same time. Starting at 00:00:01 Friday the 7th of August, each town will only be able to support a concurrent number of diplomatic missions equal to the combined level of the Consulate and Foreign Office(s) in that town. So, if your town has a L20 Consulate, a L20 Foreign Office, and a 2nd L10 Foreign Office, that town will have a maximum of 50 concurrent diplomatic missions at any one time. Any missions (over and above the number supported by your town) currently in progress at the changeover time will complete as usual; you just won't be able to send new missions until mission slots (equal to your combined levels of Consulate and Foreign Office) become available. At the same time we will also be introducing an enforced 5-second pause between a particular town sending out a diplomatic mission. NPC AGGRESSIVE AI Also commencing at 00:00:01 Friday the 7th, those NPC Factions with the highest level of 'pure hatred' (ie standings to player races at -90 or worse), a list comprising:
... will begin to attack player encampments - both gatherers and player armies - that are out-and-about occupying squares on the map. In terms of the radius around their hubs in which these NPCs may attack, you should assume that if you currently find these NPC groups moving through your neighbourhood, then they're aware of you and are not happy about it, and may start attacking in a week's time. In terms of the size of the attacking force that these NPCs may use, it's going to be the same min/max groupings that have been patrolling the areas so far. NPCs will not currently attack player cities, but it should be assumed that this is not far around the corner. It should also be assumed that - once we've ironed out any bugs that may arise from this kind of aggressive NPC interaction - we will begin introducing aggressive AI behaviour to other factions with negative default standings to player racial groupings, gradually increasing from -90 up to the -50 unprovoked attack threshold. You can see your standing with any faction on the faction page in game. Enjoy! SC Edited by GM Stormcrow - 30 Jul 2015 at 22:34 |
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Solanar
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Joined: 11 Jan 2015 Status: Offline Points: 312 |
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Posted: 30 Jul 2015 at 22:37 |
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Epic, so glad this is finally beginning
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ubluntu
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Joined: 24 Aug 2013 Status: Offline Points: 324 |
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Posted: 30 Jul 2015 at 22:50 |
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As we turn on different parts of the AI we'll let you know; and we'll let you know well in advance before we enable the longer-term Faction Standing consequences of the nature of your engagements with factions. Does this mean you will be turning on Faction Standing?
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Belegar Ironhammer
Greenhorn
Joined: 29 Mar 2014 Status: Offline Points: 91 |
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Posted: 30 Jul 2015 at 22:55 |
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Horribly disappointed at the weak diplo change.
At least there is some progress on the factions.
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Dungshoveleux
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Joined: 09 Nov 2013 Status: Offline Points: 935 |
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Posted: 30 Jul 2015 at 22:59 |
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if a diplo unit disappears into Audrey, does it "complete" when it disappears?
if a diplo unit is corrupted at the temples, does it "complete" when it gets corrupted or does it complete when it arrives corrupted at the town it came from? the future supply of tentacles just got reduced - my tentacle stocks just got worth more!
Edited by Dungshoveleux - 30 Jul 2015 at 23:03 |
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Count Rupert
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Joined: 01 Sep 2013 Location: Lost in Thought Status: Offline Points: 242 |
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Posted: 30 Jul 2015 at 23:04 |
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I think it completes when it no longer shows on your diplo mission page which would mean when it disappears or becomes corrupted.
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GM Stormcrow
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GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
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Posted: 30 Jul 2015 at 23:09 |
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Not immediately, as the initial round of 'pure hatred' Factions can't be influenced in their hatred. But yes, as we get to factions that can be influenced by other player actions, alterable faction standing mechanisms will come online.
I'm not sure what you were expecting us to change, or why, that makes this change 'weak'!? :) The main reason for this change is to smooth over occasional server spikes, where multiple incoming diplo attacks of a single unit at a time were occupying an unnecessarily high amount of resources, what with retrieving the attacking units from the queue, retreiving the defending units from the town, calculating the results at multiple levels with multiple effects (eg prestige, consulate effects etc), generating outcomes, preparing the communications, informing both parties by notifications and ingame mail, deleting any killed or lost units from the system, re-queuing the return movement of the diplomats, archiving the outcomes etc... It's quite a lot to do - and doing it multiple times per second for those of you with serious carpal tunnel abilities to send co-ordinated diplomatic attacks over a period of (sometimes) minutes makes the system a little unhappy every so often, with the potential for knock-on effects onto other modules of the code. If you choose to build enough Foreign Offices, you can still send great waves of diplomatic units, but with enough spacing between them for the system to recapture its breath! If there's a 'stronger' diplo change we could have made that would have dealt with another issue that you have in mind, do let us know in the suggestions forum what the problem is, and what your proposed solution would be. Best, SC
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Bobtron
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Joined: 21 Mar 2015 Location: Canton Status: Offline Points: 123 |
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Posted: 30 Jul 2015 at 23:44 |
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finally! thanks devs
Will the faction 'The Lost Clans' attack dwarves? Their standing with dwarves only at -80, not enough for pure hatred. Edited by Bobtron - 30 Jul 2015 at 23:48 |
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I support the Undying Flame!
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GM Stormcrow
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Posted: 31 Jul 2015 at 00:01 |
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Not initially, as we're only looking at -90 or below, but when we begin raising the aggression threshold (after working out any kinks in the system that show themselves), keep the following overall standing thresholds in mind:
So -80 to Dwarves won't initially cause them to attack Dwarves, but will when we raise the aggression threshold to -80 or below, then whilst they won't try to destroy you at any cost, they will actively seek out and try to destroy cities within a certain radius of a faction hub. We'll put a further announcement in the forum when we raise the current aggression threshold, and also when we turn on aspects such as attacking cities (rather than just attacking gatherers and occupying armies). But right now, it's -90 or lower only. Regards, SC |
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Berde
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Joined: 10 Dec 2011 Status: Offline Points: 380 |
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Posted: 31 Jul 2015 at 01:43 |
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Anyone have a rough estimate of just how long the Human Statue Quest will now take for someone doing it from a newer city in Broken Lands? Some of the statues take 6 days to get to from, say, Chulbran. Could this extend the time needed to complete this quest into the range of multiple weeks, or even a month for someone who doesn't have a level 20 Consulate?
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