Erik: Mordachai said it much better than I can:
"The automation / ai is just not really working according to the instructions printed on the tin.
I think we all generally are happy that the game works at all - but it is jarring sometimes, and very jarring if you're just coming to the game and discovering how far from correct these things are.
It's gonna be a great game - and has it's great aspects already - but it would go a long way to figure out things like this. Or tell us why this isn't a bug (how does this dynamic work in a way that justifies a 200 power ship taking on a 2K powered base or opponent? And not on defense, but seeking it out?
the thing about this aspect of the game not working - the "I gave you your operational parameters and you totally ignored them" rips all sense of being involved in the game away from you - you're just an observer, and your empire will do whatever the !@#$ it wants - thank you very much - which isn't a game, it's a [weird] movie...
Probably just more bugs - and hopefully they'll be addressed in time?"
Erik Rutins wrote: Sat Feb 11, 2023 2:25 pm
StormingKiwi wrote: Sat Feb 11, 2023 11:21 am
This has been a problem since release. Anecdotally, I know I observed it during March and April of 2022. Corroborating accounts: there is a thread on the steam forums from 29 March 2022 saying a 64 strength fleet with overmatch of 1.5 is attacking a 700+ space monster, an article from 21 March 2022 with a mention of automated ships making suicide attacks, and a thread on the steam forums from 11 March 2022 saying a 2200 strength destroyer attacked a 2500 strength base, then another one did the same, then a fleet turned up. Account 3 is questionable (were both destroyers part of the fleet and the OP didn't notice?), however Accounts 1 and 2 are consistent with one another.
From my testing Attack Overmatch does apply to fleet decisions, but as always in DW2 there could be some complex interactions and situations where something else is at work which makes it appear that it is not working.
There's a distinction between complex, complicated and convoluted.
This system should be complicated - it should be predictable and understandable. It should not be complex - unpredictable and too difficult even for the developer to understand.
In terms of the fault tree, the undesirable state is a fleet of strength 1486 with attack overmatch 1.5 attacking a target with a strength above 990.
When a fleet of strength 1486 with attack overmatch 1.5 is attacking a target of 2079, that's a system fault, and is evidence that attack overmatch is not working.
Sure, the cause could be something else overriding the attack overmatch policy. Should it?
I have reproduced this and will provide you with a save game. The demonstration fleet repeatedly gets automatically assigned to attack a base (I say "repeatedly" because it only makes it halfway before changing mission to return to the colony). It takes about a month from the time of the save game for the first assignment to be made.
The policy settings file was deleted and regenerated. All as default, except:
Attacks - set to automated.
All three fleet settings - the automation kept shuffling ships in and out of fleets.
Tried to play it as normally as possible, but used the editor to:
obtain exploration ships to find a valid target.
spawn ships for the fleet.
increase cash to a level that the balance would not go negative.
During the first attempt, the fleet was assigned to attack the pirate outpost when it started retrofitting and its strength went to zero. So that's a "valid" assignment, at least until the retrofit continues and it stops being valid.
However, in the save-game provided, no retrofits occur.
Erik Rutins wrote: Sat Feb 11, 2023 2:25 pmStormingKiwi wrote: Sat Feb 11, 2023 11:21 amThe other part is fleet retreat setting. From memory, the default is: "Retreat when enemy strength 100% greater".
Even if the 600 fleet attacks a 2000 strength station, it should IMMEDIATELY retreat (because 2000 > 1200).
Neither of the expected behaviours from these automation checks seems to be actually working.
I have certainly see fleets retreat according to their Retreat setting, many times. It doesn't just look at an enemy fleet, it looks at all strength at the Location.
These are both areas that were setup by Elliot and which were tested, but it sounds like we need to take another look at them and the interactions between engagement range, overmatch and retreat.
Regards,
- Erik
The fault is not when a fleet does retreat appropriately according to its retreat setting. The fault is when a fleet does not retreat appropriately according to its retreat setting. It's a false negative, not a true positive.
Unable to recreate this one.