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30JUL15 - 1WK NOTICE: NPC AI & DIPLO CHANGE

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Myr View Drop Down
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Myr Quote  Post ReplyReply Direct Link To This Post Posted: 31 Jul 2015 at 02:12
The AI starting to 'wake up' on the heels of a very entertaining war is making for an interesting summer in Illy. I'm off to check my troop ques!

Edited by Myr - 31 Jul 2015 at 02:13
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Berde Quote  Post ReplyReply Direct Link To This Post Posted: 31 Jul 2015 at 01:43
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote GM Stormcrow Quote  Post ReplyReply Direct Link To This Post Posted: 31 Jul 2015 at 00:01
Originally posted by Bobtron Bobtron wrote:


Will the faction 'The Lost Clans' attack dwarves? Their standing with dwarves only at -80, not enough for pure hatred.

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:

StandingMeaning
+90May join on an aggressive missions
+75May assist city if under siege near territory
+50May join and assist units if camped in territory
+35Will offer faction quests
+1 to +35Will trade at discount prices (sliding scale)
0Neutral
-1 to -35Will trade but at inflated prices (sliding scale)
-35Will refuse to trade
-50May attack and kill any units they see in "their territory"
-75Will actively seek out and try to destroy cities within a certain radius of faction hub
-90Pure hatred, will attempt to destroy at any cost

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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Bobtron Quote  Post ReplyReply Direct Link To This Post Posted: 30 Jul 2015 at 23:44
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
I support the Undying Flame!
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Post Options Post Options   Thanks (1) Thanks(1)   Quote GM Stormcrow Quote  Post ReplyReply Direct Link To This Post Posted: 30 Jul 2015 at 23:09
Originally posted by ubluntu ubluntu wrote:

Does this mean you will be turning on Faction Standing?

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.

Originally posted by Belegar Ironhammer Belegar Ironhammer wrote:

Horribly disappointed at the weak diplo change.
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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Post Options Post Options   Thanks (1) Thanks(1)   Quote Count Rupert Quote  Post ReplyReply Direct Link To This Post Posted: 30 Jul 2015 at 23:04
Originally posted by Dungshoveleux Dungshoveleux wrote:

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?

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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Post Options Post Options   Thanks (1) Thanks(1)   Quote Dungshoveleux Quote  Post ReplyReply Direct Link To This Post Posted: 30 Jul 2015 at 22:59
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Belegar Ironhammer Quote  Post ReplyReply Direct Link To This Post Posted: 30 Jul 2015 at 22:55
Horribly disappointed at the weak diplo change.

At least there is some progress on the factions. 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote ubluntu Quote  Post ReplyReply Direct Link To This Post Posted: 30 Jul 2015 at 22:50
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Solanar Quote  Post ReplyReply Direct Link To This Post Posted: 30 Jul 2015 at 22:37
Epic, so glad this is finally beginning
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