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IDProjectCategoryLast Update
0001166AI War 1 / ClassicBug - OtherFeb 10, 2011 3:34 pm
Reporterrustayne Assigned ToChris_McElligottPark  
Status resolvedResolutionreopened 
Product Version4.028 
Fixed in Version4.070 
Summary0001166: CPA's are broken
DescriptionI'm playing a new game on the 4.029 client, and we are on our second CPA, at 7:49. The CPA was supposed to be 5,174. Sadly, it came in under 900 ships. I'm posting 3 saves for you. One from about 8 mins out, before we noticed it, one at 8 seconds before the CPA hits, and one after it hits. Hopefully this will help you track it down. If you need us to test anything regarding this, please let me know.
TagsNo tags attached.
Internal Weight

Relationships

parent of 0002530 closedkeith.lamothe CPAs should be smaller if including a higher mark ship. 

Activities

rustayne

Nov 6, 2010 8:15 pm

reporter  

4.029.sav (496,366 bytes)

rustayne

Nov 6, 2010 8:15 pm

reporter  

4.029b.sav (504,440 bytes)

rustayne

Nov 6, 2010 8:15 pm

reporter  

4.029c.sav (494,812 bytes)

rustayne

Nov 6, 2010 8:17 pm

reporter   ~0002858

4.029.sav is 8 minutes before the CPA is due to hit.
4.029b.sav is after the CPA by a minute.
4.029c.sav is 8 seconds before the CPA hits.

Winter Born

Nov 7, 2010 12:51 am

reporter   ~0002865

I see the AI ships are the basic triangle

DakaSha

Nov 7, 2010 1:54 am

reporter   ~0002870

just an uneducated guess: is it possible the non-triangle ships were somehow counted into the CPA?

That seems a little far fetched but I can't know hoe the engine works. It just sounds like a semi logical explanation since the bugs are occurring at the same time

Moonshine Fox

Nov 7, 2010 6:41 am

reporter   ~0002875

There is currently a bug floating around where the AI does not get other ships except the triangle...could be the cause?

rustayne

Nov 7, 2010 11:43 am

reporter   ~0002877

In our game we had all the ships types that the game was offering. At that time, we also had vampires, Zenith Chameleon's, and Zenith Polarizers, which the AI brought to the fight during the CPA. So unless I'm missing something, it isn't just triangle ships coming to the CPA.

Malibu Stacey

Nov 8, 2010 10:06 am

reporter   ~0002927

Last edited: Nov 8, 2010 3:05 pm

Not sure if this is related or a separate issue but in a 4.029 generated game I am seeing very low numbers of ships in warp waves. Like 4 Bombers or 3 fighters & that's with defaults for the AI's (difficulty 6, both Random Easier). In v3 waves would at least be in double figures, usually around 25-35 ships per wave with the same level of AI Progress (not high enough to trigger level 2 ships).

There no difference between the number of ships the wave notifications show & the amount you actually get in system though, the notifications are saying "4 AI 2 Bombers" etc.

[edit] nevermind. Generated another new 4.029 game & I've just got a 22 bomber, 1 starship wave from AI 2 & a 20 bomber, 1 starship wave from AI 1 simultaneously to my homeworld.

rustayne

Nov 8, 2010 4:51 pm

reporter   ~0002976

Last edited: Nov 8, 2010 4:52 pm

Think that might be a separate issue Malibu. I know for our game we had normal wave sizes throughout the game, or what would be expected I should say.

I would also like to point out, as far as the bug goes with just triangle ships showing up in the CPA, or where the AI isn't getting any other ship types, that the AI is definitely getting other ship types, and that when a CPA hits, it is using all of them, not just the 3 core types of ships. The last CPA our game had before we called it, was a CPA of 9500 ships, but only received about 4k or so. There was definitely all the ship types the AI had available to itself at that time, and while a little challenge to us, was not nearly as hard as it should of been if it were 9k ships total.

We currently own like 50 planets, And our AI progress is around 1200 or so. Another interesting note, the AI only has 4.8k ships at this point in time, after the CPA it sent us. I'm not sure if it is related to it or not, but my feeling is if we get another CPA, it is either not going to happen at all, or it will cripple the AI in terms of ship counts. We currently with what ships we have unlocked, and researched, almost outnumber it as it is.

Chris_McElligottPark

Jan 18, 2011 3:05 am

administrator   ~0009048

Thanks!

* When cross planet attacks arrive, they now state (via chat messages) how many ships of each mark level were just freed.

* To prevent AI ships from unnecessarily "sticking" under force fields, they will now only stay in place if they are actually guarding a ship. This will prevent all sorts of issues with them.

* Going along with the above, AI ships will no longer be freed from their guard posts due to anger/alerting on their part or the part of their guard posts if they are under a forcefield.

* When looking for ships to add as part of a CPA, the AI now also looks inside barracks and pulls ships out to use in the CPA. Some (but definitely not all) of the smaller-than-they-should-have-been CPAs were relate to lots of ships being stuck in barracks.

* When there are simply too few ships in the galaxy for the desired tech level of CPA, in the past it always has counted downwards.
** So, for example, if you were supposed to get 5000 mark II ships in a CPA but it could only find 1000, then it would look to mark I ships to see if it could find any more.
** However, there were many common cases where there would even still be too few ships in the galaxy of the correct or lower levels. Now the game will loop back around and start including higher mark ships.
*** So, to continue the example from above, if it had found 1000 mark II ships and, say, 500 mark I ships, then it would start adding mark III ships to the CPA as well. Odds are very good that it would find the remaining 3500 ships in even just one mark higher, so that would fulfill the order for 5000 ships.
*** Of course, in the event that it doesn't find enough ships directly in the level above, it just keeps counting up, all the way to mark V.
** Bear in mind that certain ships are specifically excluded from CPAs: immobile ships, ships under force fields, ships in carriers, ships that are already free/threat, ships that are minor factions or zombies, ships that are being coordinated by a hybrid hive or similar, ships that aren't counted as "extended mobile military," starships, and guardians. These restrictions aren't new, but bear mentioning.

rustayne

Jan 18, 2011 3:27 am

reporter   ~0009050

Very cool chris. I will start a new game up and work on getting to the point where it breaks and report back to ya if it is still broken. Thanks for looking into it.

Chris_McElligottPark

Jan 18, 2011 3:35 am

administrator   ~0009052

Sounds good! Thanks! :)

Red Spot

Jan 18, 2011 3:41 am

reporter   ~0009053

You do adjust their numbers when they start including higher mk ships I hope?
I'd hate to see a CPA of 5k mk2 ship turn out to have 1k mk2, 500 mk1, and 3500 mk3 and above ships in them .. I'd think that would make it a slightly harder to counter CPA :D

Chris_McElligottPark

Jan 18, 2011 3:47 am

administrator   ~0009054

Nope, no adjustments on the higher mark ships. Better have a nuke handy if you think the galaxy had run out of lower-level ships. It says x number of ships, and by golly players are going to get that x number. They tend to get quite unhappy when they don't. ;)

Red Spot

Jan 18, 2011 3:50 am

reporter   ~0009055

Guess I'll be unlocking more turrets from now on than :D

rustayne

Feb 8, 2011 11:38 am

reporter   ~0010120

Last edited: Feb 8, 2011 11:38 am

It is still kind of broken. In the AI's defense it only had 12k total ships when it decided to launch a 10k CPA at me, and it looks like it took those that were already free from waves and border aggression and made them join, but it wasn't the 10k CPA that it said. It only managed to get up 7,437 ships total from the messages of what was released. I will attach the saves so you can take a look.

rustayne

Feb 8, 2011 11:39 am

reporter  

5.0 Start of 10k cpa.sav (451,159 bytes)

rustayne

Feb 8, 2011 11:39 am

reporter  

rustayne

Feb 8, 2011 11:40 am

reporter  

rustayne

Feb 9, 2011 11:22 am

reporter   ~0010201

It got worse come the next CPA. It was to be a 13k cpa, but only 1.8k ships got released. The AI only had 5.6k ships total left in the galaxy. I didn't bother to make saves for them as I figured it was futile. Just wanted to post that it isn't by a small amount anymore. It still is a pretty big bug if you play as long as I do.

Chris_McElligottPark

Feb 9, 2011 11:25 am

administrator   ~0010202

rustayne -- in those cases, the CPA isn't broken, the AI just doesn't have enough ships. It's not allowed to use ships that are already free, or ships from its homeworlds, or ships in a few other circumstances (under forcefields, I believe).

In extreme cases like you're describing, that's the expected result. The AI doesn't gain new ships to use as part of the CPA, unlike a wave, so if there simply aren't enough valid ships, period, then the CPA will sort of fizzle, and that's perfectly correct.

rustayne

Feb 9, 2011 3:34 pm

reporter   ~0010206

Well doesn't this make the end game for those who play past 20 hours to be alot easier? I know that my game style is one of the unique ones, and I wouldn't expect you to change the way it works solely for my game style or anything, but it does seem like the farther you play, the easier it gets. I'm at almost 2k AI progress, and the waves aren't really harder, and now I have no fear of CPA's. The only challenge left for me is this new stalking tactics, as the AI loves waiting til I'm in the middle of something to throw 3-4k ships at me. :) Not to say it isn't enough or anything, I was just curious what your viewpoint on it is.

Chris_McElligottPark

Feb 9, 2011 3:49 pm

administrator   ~0010207

Well, to be honest, we don't balance with those extreme games in mind as much as we do the shorter games. I'd love for those games to work well, but in terms of the CPA rules, they assume a larger AI presence, so if you get the AI down too low, then that aspect gets easy by nature.

For the waves, ideally those would also be a challenge, but past a certain point of bottlenecking you simple outmass the AI. I don't really have specific design goals for your sort of game, it's really one of those edge cases where if you've survived that long, you've mostly won in general. Presumably there's nothing stopping you from just stomping over to the AI home planets and vaporizing them. Once you hit that point in the game... the decision to keep playing is likely to lead to an easier game, though of course you can still lose if the AI catches you unawares.

The trick is even to get to that point at all -- man that's an uphill battle. 1000 AIP kills most folks, and if it's not killing you then perhaps you're playing below your skill level, honestly.

Sunshine

Feb 9, 2011 8:54 pm

reporter   ~0010211

Add in Golems (hard) and Spirecraft (hard) and I guarantee you won't be bored at 2k AIP.

TechSY730

Feb 9, 2011 9:22 pm

reporter   ~0010213

Also, make sure when reopening, you actually click the reopen button, not just set the resolution to reopened. The reopen button will do that and set the status to feedback, making it far more visible.

rustayne

Feb 10, 2011 3:34 pm

reporter   ~0010243

Yea, I think I might up the skill level in my next game to 7.6 and try with the golems and such on, and add in hybrids again. It isn't to say that it is totally easy by any regard, it is just that all the new map types aside from crosshatch make it very easy to hold up in one area, if you know what your doing. And that is fine that I'm an edge case, I completely understand. :)

Issue History

Date Modified Username Field Change
Nov 6, 2010 8:15 pm rustayne New Issue
Nov 6, 2010 8:15 pm rustayne File Added: 4.029.sav
Nov 6, 2010 8:15 pm rustayne File Added: 4.029b.sav
Nov 6, 2010 8:15 pm rustayne File Added: 4.029c.sav
Nov 6, 2010 8:17 pm rustayne Note Added: 0002858
Nov 7, 2010 12:51 am Winter Born Note Added: 0002865
Nov 7, 2010 1:54 am DakaSha Note Added: 0002870
Nov 7, 2010 6:41 am Moonshine Fox Note Added: 0002875
Nov 7, 2010 11:43 am rustayne Note Added: 0002877
Nov 8, 2010 10:06 am Malibu Stacey Note Added: 0002927
Nov 8, 2010 3:05 pm Malibu Stacey Note Edited: 0002927
Nov 8, 2010 4:51 pm rustayne Note Added: 0002976
Nov 8, 2010 4:52 pm rustayne Note Edited: 0002976
Jan 3, 2011 8:10 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 3, 2011 8:10 pm Chris_McElligottPark Status new => confirmed
Jan 18, 2011 3:05 am Chris_McElligottPark Note Added: 0009048
Jan 18, 2011 3:05 am Chris_McElligottPark Status confirmed => resolved
Jan 18, 2011 3:05 am Chris_McElligottPark Fixed in Version => 4.070
Jan 18, 2011 3:05 am Chris_McElligottPark Resolution open => fixed
Jan 18, 2011 3:27 am rustayne Note Added: 0009050
Jan 18, 2011 3:35 am Chris_McElligottPark Note Added: 0009052
Jan 18, 2011 3:41 am Red Spot Note Added: 0009053
Jan 18, 2011 3:47 am Chris_McElligottPark Note Added: 0009054
Jan 18, 2011 3:50 am Red Spot Note Added: 0009055
Jan 18, 2011 2:44 pm Red Spot Relationship added parent of 0002530
Feb 8, 2011 11:38 am rustayne Note Added: 0010120
Feb 8, 2011 11:38 am rustayne Note Edited: 0010120
Feb 8, 2011 11:39 am rustayne Resolution fixed => reopened
Feb 8, 2011 11:39 am rustayne File Added: 5.0 Start of 10k cpa.sav
Feb 8, 2011 11:39 am rustayne File Added: 5.0 Start of 10k cpa 10 seconds til impact.sav
Feb 8, 2011 11:40 am rustayne File Added: 5.0 Start of 10k cpa 10 After launch..sav
Feb 9, 2011 11:22 am rustayne Note Added: 0010201
Feb 9, 2011 11:25 am Chris_McElligottPark Note Added: 0010202
Feb 9, 2011 3:34 pm rustayne Note Added: 0010206
Feb 9, 2011 3:49 pm Chris_McElligottPark Note Added: 0010207
Feb 9, 2011 8:54 pm Sunshine Note Added: 0010211
Feb 9, 2011 9:22 pm TechSY730 Note Added: 0010213
Feb 10, 2011 3:34 pm rustayne Note Added: 0010243