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IDProjectCategoryLast Update
0006602AI War 1 / ClassicSuggestion - Game Mechanics - Endgame MechanicsMar 14, 2012 1:51 am
ReporterEternaly_Lost Assigned To 
Status consideringResolutionopen 
Product Version5.028/5.029 
Summary0006602: Have Super Spire Dreadnoughts grant Invincibility to Spire Fleet Ships, Exogalactic Transceiver, and Human Home Command Stations
DescriptionThe shear volume of ships needed to have the spire fleet win in some 10/10 games causes the game to crash with out of heap errors as I found to the point that only a few seconds after you load the game it crashes with that. Given that from what I found looking around, it a known bug with large games. A much better fix would be to have the Super Spire Dreadnoughts to grant Invincibility to All Spire Fleet ships, including themselves and the Human Command Station, to make sure that the game can't be lost after they get going.

My 10/10 is currently like that, I can't win because there is too many ships 91,357 ships for myself, with about 88,000 of them being Spire Fleet ships from the Exogalactic Transceiver, Another 21196 Zombies and Dyson Gatling Allies and only 6,206 AI ships to counter that (with 1311 of them being either Hunter Killers or Golems...) The game just crashes a few seconds after load with the heap issues. Well it is nice to watch the fighting when it not crashing, I would rather that I could win the game, rather then watch the AI destorying them as they tried to win themselves, when the AI is outgunned to an insane amount, so it decides to crash the game rather then let me win.

The reason I included Human Command Stations and the Exogalactic Transceiver, is that it makes sure that you can't lose after the Exo-fleet get in here. It was rather odd to watch a warp counter attack blow up the Home Command Station after a few hours.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

TechSY730

Mar 12, 2012 8:05 pm

reporter   ~0020781

Although giving invincibility to spire fleet ships would solve the issues with them having trouble with winning, it does remove that "epic push" towards the AI homeworlds they have to do.
You may feel differently, but I like the epic resistance the spire fleet has to put up with, where they can push back the AI, but they still have to fight for it.

Giving invincibility to the exo-transiever and all player homes makes sense though.

TechSY730

Mar 12, 2012 8:12 pm

reporter   ~0020783

How about having the last two sets of exo-waves (the Exo-receiver under-construction waves, and the exo-receiver constructed waves) not scale as strongly with AI difficulty, or possibly not scale at all with AI difficulty above difficulty 8 or so (aka, if the AI difficulty is >8, then these two waves treat it as if it were 8)?

Eternaly_Lost

Mar 12, 2012 8:20 pm

reporter   ~0020784

I am all for the Epic Push, but the issue is that the game can't handle some of the cases due to engine limitations. From what I had read, there is no real way to have Heap issues fixed, a game should not become impossible to win due to the engine making it so, not because the AI has too much for you to win. I would be happy if it was a switch( or a non-cheating code that changed the spire fleet to do that) you could set in a menu somewhere, so those cases where the push can't win due to engine limitations, you could just flip it and win that game anyway.

keith.lamothe

Mar 12, 2012 8:55 pm

administrator   ~0020786

Eighty Eight Thousand Spire Fleet Ships?

TechSY730

Mar 12, 2012 9:08 pm

reporter   ~0020788

It seems that some cap to the intensity of the final spawns (on both sides) nessecary, similar to what I posted earlier.

This does have the unfortunate side effect of having the "final push" on difficulty 10 being no more epic than the "final push" on difficulty 8 or whatever, but rather that than a OutOfMemoryException.

Eternaly_Lost

Mar 12, 2012 9:08 pm

reporter   ~0020789

Last edited: Mar 12, 2012 9:10 pm

Roughly, yes. I did not count them, I took total unit number minus what I had build and that would put about that many of them in the galaxy. It has been running with the Exogalactic Transceiver online for over 8 hours.

TechSY730

Mar 12, 2012 9:10 pm

reporter   ~0020790

Or if you want to get really crazy, have even more consilidation. Like super-super dreadnaughts, hyper-dreadnoughts, super-motherships, hyper-motherships, super-hunter-killers, and hyper-hunter-killers

This would also give a few ships to the medium and large planetoid exo-types.

Eternaly_Lost

Mar 12, 2012 10:18 pm

reporter   ~0020796

Hyper-Mothership
HP: 2,000,000,000 Armor 2,000,000,000 Engine Health: INF, Regen time 5:00, Ammo: Energy Burst, Attack 100,000,000 x1000 Hull Command-Grade Speed 8 This 'Unit' is in fact a planet that had been converted by the AI into a massive attack unit that was used in it's opening strike against the Spire. This unit is so massive, that conventional weapons can't even damage it. Only the guns carried on the Hyper-Dreadnoughts can even glance it. Although it can be destroyed by a nuke, destroying it will cause both the planet it is on and the neighboring planets to be destroyed. Normally the AI would not even consider the whole Milkway and it neighboring Galaxies worth the attention of even one of these ships, but the Exogalactic Transceiver has it worried. Contains a Core Shield Generator.

Not nuke immune, so you do have a way to kill it. :)

TechSY730

Mar 12, 2012 11:12 pm

reporter   ~0020798

@Eternaly_Lost
Dang, and I thought the Mothership was broken enough. X_x

Hearteater

Mar 13, 2012 11:11 am

reporter   ~0020825

I think the Hyper-Mothership needs to be able to teleport.

Ranakastrasz

Mar 13, 2012 7:33 pm

reporter   ~0020838

@Hearteater, Not only that, It should teleport with no paralasis, have powerful forcefields, several *low-tech* motherships attached as turrets, (all with their own turrets and forcefields)

HTL2001

Mar 14, 2012 1:51 am

reporter   ~0020848

Alternatively, you could just insta-win the game when the transceiver finishes, and have the final push be cosmetic. Making the Home invulnerable effectively makes this insta-win anyway, might as well make it official.

Issue History

Date Modified Username Field Change
Mar 12, 2012 6:43 pm Eternaly_Lost New Issue
Mar 12, 2012 8:05 pm TechSY730 Note Added: 0020781
Mar 12, 2012 8:12 pm TechSY730 Note Added: 0020783
Mar 12, 2012 8:20 pm Eternaly_Lost Note Added: 0020784
Mar 12, 2012 8:55 pm keith.lamothe Note Added: 0020786
Mar 12, 2012 9:08 pm TechSY730 Note Added: 0020788
Mar 12, 2012 9:08 pm Eternaly_Lost Note Added: 0020789
Mar 12, 2012 9:09 pm Eternaly_Lost Note Edited: 0020789
Mar 12, 2012 9:10 pm Eternaly_Lost Note Edited: 0020789
Mar 12, 2012 9:10 pm TechSY730 Note Added: 0020790
Mar 12, 2012 10:18 pm Eternaly_Lost Note Added: 0020796
Mar 12, 2012 11:12 pm TechSY730 Note Added: 0020798
Mar 13, 2012 9:45 am tigersfan Internal Weight => Feature Suggestion
Mar 13, 2012 9:45 am tigersfan Status new => considering
Mar 13, 2012 11:11 am Hearteater Note Added: 0020825
Mar 13, 2012 7:33 pm Ranakastrasz Note Added: 0020838
Mar 14, 2012 1:51 am HTL2001 Note Added: 0020848