View Issue Details

IDProjectCategoryLast Update
0015080AI War 1 / ClassicBug - GameplayJun 8, 2014 8:59 am
ReporterBurnstreet Assigned Tokeith.lamothe  
Status assignedResolutionopen 
Product Version7.024 
Summary0015080: Multi-HW response broken?
DescriptionI am currently playing a 11-Homeworld Diff 7 Game and I feel like wave response is broken.
1st waves were 2x10 ships, after an hour at 160 AIP I get 2 waves with about 150-200 ships every about 10 minutes.
with about half of the galaxy scouted, the AI has 5.xk ships vs my 35xx and allied 2xxx.

Later waves are too big:

copied from http://www.arcengames.com/forums/index.php/topic,15708.0.html:
last wave were 40k Tier II ships at ultra low caps. At least some thousands of them were Z Mirrors. My Chokepoint with mil3, full trader toys, 2 Super Fortresses, 47 Fort Is, multiple mod forts and all the turrets was able to stop them together with my fleet and the botnet, but it took nearly an hour real-time because the simulation got so slow.
Martyrs or Warheads weren't really options, a Martyr MK 3 killed about 1000 ships, the 500m damage of a MK1 armored would have reduced the time to kill by a few seconds.

Also:
[quote author=DrFranknfurter link=topic=15686.msg173672#msg173672 date=1400873308]
buff the city yes, ships no. The city already has the problem of not scaling up in multiple HW games unlike turrets or ships. (I like multiple HW games but have found things much harder to keep alive after a recent update... waves seem x4 or x10 time larger and I don't know why).
[/quote]

I didn't have advanced logging on for that wave, but I activated it and reloaded shortly before the wave.

From the log:
[code]normalWaveStrength *= entryPointMultiplier = 22598.1
normalWaveStrength *= this.WaitingBasedMultiplierForNextNormalWave = 22598.1

= AccumulatedStrengthForNextWave (after the first wave) is based on, every second, adding ( baseWaveStrength / normalWaveIntervalInSeconds )
computation of baseWaveStrength is the same as normalWaveStrength, but without the entry-point-multiplier and later stuff

= computation of normalWaveIntervalInSeconds:
interval = floor( ( 14 - this.AIDifficulty ) * 3 * 60 ) = 1260

so, if you're curious, amountToGainPerSecond is 11.96
since player.SurplusWaveStrengthDonatedFromReinforcements > 0 (from donated reinforcement budget that couldn't be used due to capping) :
waveStrength += this.SurplusWaveStrengthDonatedFromReinforcements = 70740.27

5/21/2014 3:07:26 AM (7.028)
-----------------------------------
Starting CreateWaveToPlanet at Game Time: 5:32:51 ; Player.AIType: Entrenched_Homeworlder ; Player.AIDifficulty: 7 ; EffectiveAIP: 287 ; AITechLevel: 2 ; IsSchizo: True
WaveStrength = 353701.33[/code]

[edit]So this seems to be caused by the excess reinforcements going into waves. However, most planets I can see only have some hundred ships.[/edit]

So as far as I can see, I am getting 3.5 times the waves I would get normally. Or is that 15 times? Why is wavestrength at the end = 5* the wave strength after adding SurplusWaveStrengthDonatedFromReinforcements ?

I currently have 3 options:
- end the game before the next wave hits - not much of a problem, tried this already but forgot to kill 2 CSG networks before entering the first homeworld. Didn't want to move fleet out of there and killing them with only the champion took to long
- endure more of this - I think I can beat more, even at somewhat higher AIP, but it isn't fun
- shelf the game

TagsNo tags attached.
Internal Weight

Activities

Burnstreet

May 9, 2014 12:16 pm

reporter  

multi-HW start 2.sav (114,571 bytes)

keith.lamothe

Jun 6, 2014 11:55 am

administrator   ~0038455

Last edited: Jun 6, 2014 11:56 am

In 7.032 I fixed a bug where homeworld-count was being factored twice into waves, which may be largely responsible for what you experienced. On the reinforcements funneling into waves, bear in mind that there's a bunch of different ways those get capped; it may just be guardian/starship budget getting diverted instead of spawning tons more of those.

Anyway, if you can retest in 7.034 (which I hope to have out Saturday noonish eastern-time) whenever you have time and let me know how it goes, that would be helpful :)

Burnstreet

Jun 7, 2014 4:31 am

reporter   ~0038473

I retestet after updating to 7.033 and got 2x3k ships which looks much more reasonable to me. Will retest once 7.0.34 is out.

Burnstreet

Jun 8, 2014 8:59 am

reporter   ~0038482

Retestet this with 7.034 and I am now getting 2x2k ship waves to my one chokepoint. Seems reasonable to me.

Some time later in the same game I also just got a 3k ship CPA announcement.

Issue History

Date Modified Username Field Change
May 9, 2014 12:16 pm Burnstreet New Issue
May 9, 2014 12:16 pm Burnstreet File Added: multi-HW start 2.sav
May 25, 2014 5:20 pm Burnstreet Description Updated
May 25, 2014 5:21 pm Burnstreet Description Updated
Jun 6, 2014 11:55 am keith.lamothe Note Added: 0038455
Jun 6, 2014 11:55 am keith.lamothe Assigned To => keith.lamothe
Jun 6, 2014 11:55 am keith.lamothe Status new => feedback
Jun 6, 2014 11:56 am keith.lamothe Note Edited: 0038455
Jun 7, 2014 4:31 am Burnstreet Note Added: 0038473
Jun 7, 2014 4:31 am Burnstreet Status feedback => assigned
Jun 8, 2014 8:59 am Burnstreet Note Added: 0038482