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IDProjectCategoryLast Update
0015602AI War 1 / ClassicBug - GameplayAug 25, 2014 10:57 am
Reportermalkiel Assigned Tokeith.lamothe  
Status consideringResolutionopen 
Product Version7.047 
Summary0015602: insane attack, thinking it's a hacking bug
Descriptionin advance, i apologize for not clearing my logs more often. I cleaned up old things from one of the logs to get size under 5k.

was trying an alternate strategy for play, at AIP 150 did a hack on a factory IV (starting HaP 15, afterwards -85)

not certain if it's related to the hack but right after one world got hit with 93 ai raid starship 3, another got 53 raider guardian mk III, and there was a third attack which is inconsequential compared to those massive hits.

I can't find anything in the logs indicating what caused this. I will be loading an earlier save and attempting to replicate this bug.

my strategy has been hacking fabricators, the bug occurred when I hacked a factory IV (takes 15 min) beginning said hack exactly 10:30 prior to a CPA.
TagsNo tags attached.
Internal Weight

Relationships

parent of 0015608 new hacking response wild rolls for zombie/gravity guardians not working 
Not all the children of this issue are yet resolved or closed.

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malkiel

Jul 30, 2014 5:21 pm

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malkiel

Jul 30, 2014 5:22 pm

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malkiel

Jul 30, 2014 5:22 pm

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malkiel

Jul 30, 2014 5:23 pm

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malkiel

Jul 30, 2014 5:23 pm

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malkiel

Jul 30, 2014 5:23 pm

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malkiel

Jul 30, 2014 5:23 pm

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malkiel

Jul 30, 2014 5:24 pm

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LogicLog_EventAttackPopulation.txt (18,424 bytes)   
7/30/2014 3:57:42 PM (7.047)
-----------------------------------
Populating EventAttackArmada, 5000 total points; Game Time: 3:34:00

7/30/2014 3:57:42 PM (7.047)
-----------------------------------
BattleGroup of 2500 Points
FGType	SubTier	Tier	CostEach	Count	TotalCost	ReferenceOnly_StrengthEach	ReferenceOnly_TotalStrength
LazerGatling	Light	Drone	2	16	32	0.71	11.29
AutocannonMinipod	Medium	Drone	4	10	40	0.98	9.79
Raider	Medium	Drone	4	4	16	1.6	6.4
MicroFighter	Medium	Drone	4	2	8	1.33	2.67
LazerGatlingIII	Heavy	Drone	6	2	12	2.12	4.23
DeflectorDrone	Heavy	Drone	6	4	24	0.98	3.92
Fighter	Heavy	Drone	6	2	12	2	4
MicroFighterII	Heavy	Drone	6	2	12	2.67	5.33
NeinzulScapegoat	Heavy	Drone	6	2	12	4	8
ZenithMirror	Heavy	Drone	6	2	12	2	4
AutocannonMinipodII	Heavy	Drone	6	2	12	1.96	3.92
AntiArmorShipII	Light	Cutter	8	4	32	3.2	12.8
ZenithHydra	Light	Cutter	8	2	16	6	12
RaiderIII	Light	Cutter	8	4	32	4.8	19.2
ZenithPolarizer	Light	Cutter	8	2	16	2	4
MissileShip	Light	Cutter	8	2	16	2	4
ArmorShip	Light	Cutter	8	2	16	2.18	4.36
ZenithMirrorIII	Medium	Cutter	12	2	24	6	12
CoreDrone	Medium	Cutter	12	6	72	3.53	21.17
RaiderIV	Medium	Cutter	12	2	24	6.4	12.8
AntiArmorShipIII	Medium	Cutter	12	2	24	4.8	9.6
ZenithChameleonII	Medium	Cutter	12	2	24	4	8
MicroFighterIV	Medium	Cutter	12	2	24	5.33	10.66
FighterIV	Heavy	Cutter	16	2	32	8	16
SpireGravityDrain	Heavy	Cutter	16	2	32	4	8
SpaceTankII	Heavy	Cutter	16	2	32	4	8
Cruiser	Heavy	Cutter	16	2	32	6	12
SpireGravityRipper	Heavy	Cutter	16	2	32	4	8
DeflectorDroneIV	Heavy	Cutter	16	2	32	3.92	7.84
BomberII	Heavy	Cutter	16	2	32	4	8
CoreRaider	Heavy	Cutter	16	2	32	8	16
SpireArmorRotterII	Light	Corvette	32	2	64	8	16
Sniper	Light	Corvette	32	1	32	9.6	9.6
ZenithHydraIV	Light	Corvette	32	1	32	24	24
Saboteur	Light	Corvette	32	1	32	4.8	4.8
BulletproofFighterIV	Light	Corvette	32	1	32	8.73	8.73
CruiserIV	Light	Corvette	32	2	64	8	16
SpireGravityDrainII	Light	Corvette	32	1	32	8	8
CoreZenithMirror	Light	Corvette	32	1	32	10	10
ImpulseReactionEmitterIV	Light	Corvette	32	1	32	8	8
ParasiteIV	Light	Corvette	32	1	32	16	16
SpaceTankIV	Medium	Corvette	48	1	48	8	8
CoreZenithChameleon	Medium	Corvette	48	1	48	10	10
MLRSIV	Medium	Corvette	48	1	48	10.1	10.1
SpireGravityDrainIII	Medium	Corvette	48	1	48	12	12
SentinelFrigate	Light	Frigate	64	2	128	10.11	20.21
SniperIV	Light	Frigate	64	1	64	38.4	38.4
ShieldBearerIII	Light	Frigate	64	1	64	24	24
SpireTractorPlatformII	Heavy	Frigate	128	1	128	76.8	76.8
MunitionsBoosterIV	Heavy	Frigate	128	1	128	40.42	40.42
ZenithElectricBomberIII	Heavy	Frigate	128	1	128	30.32	30.32
CoreSpireStealthBattleship	Heavy	Destroyer	512	1	512	192	192
Battlegroup actual budget spent: 2496 on 120 ships (for reference that is 669.76 strength).


7/30/2014 3:57:42 PM (7.047)
-----------------------------------
BattleGroup of 2500 Points
FGType	SubTier	Tier	CostEach	Count	TotalCost	ReferenceOnly_StrengthEach	ReferenceOnly_TotalStrength
LazerGatling	Light	Drone	2	16	32	0.71	11.29
Raider	Medium	Drone	4	10	40	1.6	16
MicroFighter	Medium	Drone	4	4	16	1.33	5.33
AutocannonMinipod	Medium	Drone	4	2	8	0.98	1.96
Fighter	Heavy	Drone	6	4	24	2	8
ZenithMirror	Heavy	Drone	6	2	12	2	4
NeinzulScapegoat	Heavy	Drone	6	6	36	4	24
ZenithParalyzer	Heavy	Drone	6	2	12	2	4
RaiderII	Heavy	Drone	6	2	12	3.2	6.4
DeflectorDroneII	Light	Cutter	8	4	32	1.96	7.84
MicroFighterIII	Light	Cutter	8	2	16	4	8
AntiArmorShipII	Light	Cutter	8	2	16	3.2	6.4
Spider	Light	Cutter	8	2	16	2	4
NeinzulScapegoatII	Light	Cutter	8	2	16	4	8
ArmorShip	Light	Cutter	8	2	16	2.18	4.36
FighterII	Light	Cutter	8	2	16	4	8
ImpulseReactionEmitterII	Medium	Cutter	12	2	24	4	8
CoreDrone	Medium	Cutter	12	4	48	3.53	14.11
NeinzulScapegoatIII	Medium	Cutter	12	2	24	4	8
SpiderII	Medium	Cutter	12	2	24	4	8
ParasiteII	Medium	Cutter	12	2	24	8	16
MicroFighterIV	Medium	Cutter	12	2	24	5.33	10.66
BulletproofFighterII	Medium	Cutter	12	2	24	4.36	8.73
CoreAutocannonMinipod	Heavy	Cutter	16	4	64	4.9	19.59
BomberII	Heavy	Cutter	16	4	64	4	16
ZenithParalyzerIV	Heavy	Cutter	16	4	64	8	32
SpireGravityDrain	Heavy	Cutter	16	2	32	4	8
ZenithChameleonIII	Heavy	Cutter	16	2	32	6	12
CoreFighter	Light	Corvette	32	2	64	10	20
SpireGravityRipperII	Light	Corvette	32	1	32	8	8
ZenithChameleonIV	Light	Corvette	32	1	32	8	8
ImpulseReactionEmitterIV	Light	Corvette	32	1	32	8	8
BulletproofFighterIV	Light	Corvette	32	1	32	8.73	8.73
ZenithPolarizerIV	Light	Corvette	32	1	32	8	8
SpireArmorRotterII	Light	Corvette	32	1	32	8	8
BomberIII	Light	Corvette	32	1	32	6	6
ZenithBombardment	Light	Corvette	32	1	32	12	12
CoreDeflectorDrone	Light	Corvette	32	1	32	4.9	4.9
CoreZenithMirror	Light	Corvette	32	1	32	10	10
SaboteurII	Medium	Corvette	48	1	48	9.6	9.6
CoreZenithHydra	Medium	Corvette	48	1	48	30	30
CoreZenithPolarizer	Medium	Corvette	48	1	48	10	10
ZenithBombardmentII	Medium	Corvette	48	1	48	24	24
ZenithBombardmentIV	Light	Frigate	64	2	128	48	96
SentinelFrigate	Light	Frigate	64	1	64	10.11	10.11
ZenithReprocessorII	Light	Frigate	64	1	64	48	48
ZenithSiegeEngineIII	Heavy	Frigate	128	1	128	36	36
MunitionsBoosterIV	Heavy	Frigate	128	1	128	40.42	40.42
SentinelFrigateIII	Heavy	Frigate	128	1	128	30.32	30.32
FlagshipIII	Heavy	Destroyer	512	1	512	288	288
Battlegroup actual budget spent: 2496 on 120 ships (for reference that is 765.34 strength).


7/30/2014 3:57:42 PM (7.047)
-----------------------------------
Populating EventAttackArmada, 5000 total points; Game Time: 3:34:00

7/30/2014 3:57:42 PM (7.047)
-----------------------------------
BattleGroup of 2500 Points
FGType	SubTier	Tier	CostEach	Count	TotalCost	ReferenceOnly_StrengthEach	ReferenceOnly_TotalStrength
LazerGatling	Light	Drone	2	16	32	0.71	11.29
LazerGatlingII	Medium	Drone	4	8	32	1.41	11.29
Raider	Medium	Drone	4	2	8	1.6	3.2
MicroFighter	Medium	Drone	4	4	16	1.33	5.33
AutocannonMinipod	Medium	Drone	4	2	8	0.98	1.96
DeflectorDrone	Heavy	Drone	6	2	12	0.98	1.96
AutocannonMinipodII	Heavy	Drone	6	2	12	1.96	3.92
NeinzulScapegoat	Heavy	Drone	6	4	24	4	16
MicroFighterII	Heavy	Drone	6	4	24	2.67	10.66
LazerGatlingIII	Heavy	Drone	6	2	12	2.12	4.23
ZenithParalyzer	Heavy	Drone	6	2	12	2	4
Spider	Light	Cutter	8	2	16	2	4
MissileShip	Light	Cutter	8	2	16	2	4
ZenithChameleon	Light	Cutter	8	4	32	2	8
FighterII	Light	Cutter	8	2	16	4	8
LazerGatlingIV	Light	Cutter	8	4	32	2.82	11.29
AntiArmorShipII	Light	Cutter	8	2	16	3.2	6.4
ZenithMirrorIII	Medium	Cutter	12	2	24	6	12
MicroFighterIV	Medium	Cutter	12	2	24	5.33	10.66
SpaceTank	Medium	Cutter	12	2	24	2	4
ZenithParalyzerIII	Medium	Cutter	12	2	24	6	12
FighterIII	Medium	Cutter	12	2	24	6	12
NeinzulScapegoatIII	Medium	Cutter	12	2	24	4	8
ArmorShipII	Medium	Cutter	12	2	24	4.36	8.73
RaiderIV	Medium	Cutter	12	2	24	6.4	12.8
ZenithChameleonIII	Heavy	Cutter	16	2	32	6	12
NeinzulScapegoatIV	Heavy	Cutter	16	4	64	4	16
ZenithMirrorIV	Heavy	Cutter	16	2	32	8	16
AntiArmorShipIV	Heavy	Cutter	16	2	32	6.4	12.8
SpireGravityDrain	Heavy	Cutter	16	2	32	4	8
MLRSII	Heavy	Cutter	16	2	32	5.05	10.1
ZenithHydraIII	Heavy	Cutter	16	2	32	18	36
CoreFighter	Light	Corvette	32	3	96	10	30
CoreZenithMirror	Light	Corvette	32	2	64	10	20
CoreNeinzulScapegoat	Light	Corvette	32	1	32	4	4
SpireGravityDrainII	Light	Corvette	32	1	32	8	8
CoreZenithParalyzer	Light	Corvette	32	1	32	10	10
ImpulseReactionEmitterIV	Light	Corvette	32	1	32	8	8
ArmorShipIV	Light	Corvette	32	1	32	8.73	8.73
MLRSIII	Light	Corvette	32	1	32	7.58	7.58
SpaceTankIII	Light	Corvette	32	1	32	6	6
MLRSIV	Medium	Corvette	48	1	48	10.1	10.1
SpireArmorRotterIII	Medium	Corvette	48	1	48	12	12
CoreImpulseReactionEmitter	Medium	Corvette	48	1	48	10	10
CoreLeech	Medium	Corvette	48	1	48	20	20
MunitionsBoosterII	Light	Frigate	64	2	128	20.21	40.42
ZenithReprocessorII	Light	Frigate	64	1	64	48	48
ZenithBombardmentIV	Light	Frigate	64	1	64	48	48
SpireTractorPlatformII	Heavy	Frigate	128	1	128	76.8	76.8
SpireRailclusterII	Heavy	Frigate	128	1	128	76.8	76.8
SpireStealthBattleshipII	Heavy	Frigate	128	1	128	76.8	76.8
AIGuardianSniper	Heavy	Destroyer	512	1	512	96	96
Battlegroup actual budget spent: 2496 on 120 ships (for reference that is 694.33 strength).


7/30/2014 3:57:42 PM (7.047)
-----------------------------------
BattleGroup of 2500 Points
FGType	SubTier	Tier	CostEach	Count	TotalCost	ReferenceOnly_StrengthEach	ReferenceOnly_TotalStrength
LazerGatling	Light	Drone	2	16	32	0.71	11.29
MicroFighter	Medium	Drone	4	6	24	1.33	8
AutocannonMinipod	Medium	Drone	4	6	24	0.98	5.88
Raider	Medium	Drone	4	4	16	1.6	6.4
MicroFighterII	Heavy	Drone	6	4	24	2.67	10.66
ZenithParalyzer	Heavy	Drone	6	2	12	2	4
LazerGatlingIII	Heavy	Drone	6	2	12	2.12	4.23
DeflectorDrone	Heavy	Drone	6	4	24	0.98	3.92
Fighter	Heavy	Drone	6	2	12	2	4
NeinzulScapegoat	Heavy	Drone	6	2	12	4	8
MissileShip	Light	Cutter	8	4	32	2	8
ZenithChameleon	Light	Cutter	8	2	16	2	4
BulletproofFighter	Light	Cutter	8	2	16	2.18	4.36
MicroFighterIII	Light	Cutter	8	4	32	4	16
NeinzulScapegoatII	Light	Cutter	8	2	16	4	8
AntiArmorShipII	Light	Cutter	8	2	16	3.2	6.4
CoreDrone	Medium	Cutter	12	2	24	3.53	7.06
Bomber	Medium	Cutter	12	2	24	2	4
FighterIII	Medium	Cutter	12	4	48	6	24
ZenithHydraII	Medium	Cutter	12	2	24	12	24
MLRS	Medium	Cutter	12	2	24	2.53	5.05
SpiderII	Medium	Cutter	12	2	24	4	8
SpaceTank	Medium	Cutter	12	2	24	2	4
SpireGravityDrain	Heavy	Cutter	16	4	64	4	16
BulletproofFighterIII	Heavy	Cutter	16	2	32	6.54	13.09
BomberII	Heavy	Cutter	16	2	32	4	8
ZenithPolarizerIII	Heavy	Cutter	16	2	32	6	12
MLRSII	Heavy	Cutter	16	2	32	5.05	10.1
CoreMicroFighter	Heavy	Cutter	16	2	32	6.67	13.33
SpiderIII	Heavy	Cutter	16	2	32	6	12
ZenithBombardment	Light	Corvette	32	2	64	12	24
Sniper	Light	Corvette	32	2	64	9.6	19.2
ZenithPolarizerIV	Light	Corvette	32	1	32	8	8
ArmorShipIV	Light	Corvette	32	2	64	8.73	17.45
ZenithChameleonIV	Light	Corvette	32	1	32	8	8
CoreNeinzulScapegoat	Light	Corvette	32	1	32	4	4
CoreDeflectorDrone	Light	Corvette	32	1	32	4.9	4.9
Saboteur	Light	Corvette	32	1	32	4.8	4.8
BulletproofFighterIV	Light	Corvette	32	1	32	8.73	8.73
SpireArmorRotterIII	Medium	Corvette	48	2	96	12	24
CoreArmorShip	Medium	Corvette	48	1	48	10.91	10.91
SpireGravityDrainIII	Medium	Corvette	48	1	48	12	12
SaboteurIV	Light	Frigate	64	2	128	19.2	38.4
CoreSpireArmorRotter	Light	Frigate	64	1	64	20	20
ZenithElectricBomber	Light	Frigate	64	1	64	10.11	10.11
SpireTractorPlatformII	Heavy	Frigate	128	1	128	76.8	76.8
ZenithSiegeEngineIII	Heavy	Frigate	128	1	128	36	36
SentinelFrigateIII	Heavy	Frigate	128	1	128	30.32	30.32
AIGuardian_MLRS	Heavy	Destroyer	512	1	512	96	96
None	None	None	0	0	0	null	null
Battlegroup actual budget spent: 2496 on 120 ships (for reference that is 498.15 strength).


7/30/2014 3:57:42 PM (7.047)
-----------------------------------
Populating EventAttackArmada, 25000 total points; Game Time: 3:34:00

7/30/2014 3:57:42 PM (7.047)
-----------------------------------
BattleGroup of 12500 Points
FGType	SubTier	Tier	CostEach	Count	TotalCost	ReferenceOnly_StrengthEach	ReferenceOnly_TotalStrength
LazerGatling	Light	Drone	2	16	32	0.71	11.29
LazerGatlingII	Medium	Drone	4	2	8	1.41	2.82
Raider	Medium	Drone	4	4	16	1.6	6.4
MicroFighter	Medium	Drone	4	6	24	1.33	8
AutocannonMinipod	Medium	Drone	4	4	16	0.98	3.92
ZenithParalyzer	Heavy	Drone	6	4	24	2	8
LazerGatlingIII	Heavy	Drone	6	2	12	2.12	4.23
RaiderII	Heavy	Drone	6	4	24	3.2	12.8
AutocannonMinipodII	Heavy	Drone	6	4	24	1.96	7.84
AntiArmorShip	Heavy	Drone	6	2	12	1.6	3.2
ZenithParalyzerII	Light	Cutter	8	2	16	4	8
Spider	Light	Cutter	8	2	16	2	4
MissileShip	Light	Cutter	8	2	16	2	4
DeflectorDroneII	Light	Cutter	8	4	32	1.96	7.84
FighterII	Light	Cutter	8	2	16	4	8
Parasite	Light	Cutter	8	2	16	4	8
BulletproofFighter	Light	Cutter	8	2	16	2.18	4.36
ArmorShipII	Medium	Cutter	12	2	24	4.36	8.73
MicroFighterIV	Medium	Cutter	12	2	24	5.33	10.66
Bomber	Medium	Cutter	12	4	48	2	8
ParasiteII	Medium	Cutter	12	2	24	8	16
ZenithPolarizerII	Medium	Cutter	12	2	24	4	8
FighterIII	Medium	Cutter	12	2	24	6	12
SpaceTank	Medium	Cutter	12	2	24	2	4
DeflectorDroneIV	Heavy	Cutter	16	2	32	3.92	7.84
CoreMicroFighter	Heavy	Cutter	16	2	32	6.67	13.33
SpireGravityDrain	Heavy	Cutter	16	2	32	4	8
ZenithParalyzerIV	Heavy	Cutter	16	2	32	8	16
ZenithChameleonIII	Heavy	Cutter	16	2	32	6	12
SpireArmorRotter	Heavy	Cutter	16	2	32	4	8
FighterIV	Heavy	Cutter	16	2	32	8	16
MLRSII	Heavy	Cutter	16	2	32	5.05	10.1
ZenithBombardment	Light	Corvette	32	2	64	12	24
BomberIII	Light	Corvette	32	2	64	6	12
SpaceTankIII	Light	Corvette	32	2	64	6	12
ZenithChameleonIV	Light	Corvette	32	2	64	8	16
SpiderIV	Light	Corvette	32	2	64	8	16
ArmorShipIV	Light	Corvette	32	4	128	8.73	34.91
ZenithPolarizerIV	Light	Corvette	32	2	64	8	16
CoreZenithChameleon	Medium	Corvette	48	2	96	10	20
AntiStarshipArachnid	Medium	Corvette	48	2	96	10	20
SniperII	Medium	Corvette	48	2	96	19.2	38.4
CoreZenithHydra	Medium	Corvette	48	2	96	30	60
BomberIV	Medium	Corvette	48	2	96	8	16
CoreImpulseReactionEmitter	Medium	Corvette	48	2	96	10	20
CoreArmorShip	Medium	Corvette	48	2	96	10.91	21.82
CoreBattleCruiser	Medium	Corvette	48	2	96	10	20
SniperIII	Heavy	Corvette	64	2	128	28.8	57.6
SaboteurIII	Heavy	Corvette	64	2	128	14.4	28.8
ShieldBearerII	Heavy	Corvette	64	2	128	16	32
ZenithBombardmentIII	Heavy	Corvette	64	2	128	36	72
MunitionsBooster	Heavy	Corvette	64	2	128	10.11	20.21
CoreMLRS	Heavy	Corvette	64	2	128	12.63	25.26
CoreSpaceTank	Heavy	Corvette	64	2	128	10	20
SpireGravityDrainIV	Heavy	Corvette	64	2	128	16	32
ZenithSiegeEngine	Light	Frigate	64	2	128	12	24
SaboteurIV	Light	Frigate	64	6	384	19.2	115.2
MunitionsBoosterII	Light	Frigate	64	2	128	20.21	40.42
CoreSpireGravityDrain	Light	Frigate	64	2	128	20	40
CoreSpireGravityRipper	Light	Frigate	64	2	128	20	40
ZenithElectricBomber	Light	Frigate	64	4	256	10.11	40.42
ShieldBoosterII	Light	Frigate	64	2	128	20.21	40.42
ShieldBoosterIV	Heavy	Frigate	128	2	256	40.42	80.84
CoreShieldBearer	Heavy	Frigate	128	3	384	40	120
SpireRailclusterII	Heavy	Frigate	128	1	128	76.8	76.8
ZenithReprocessorIV	Heavy	Frigate	128	1	128	96	96
ZenithMedicFrigateIII	Heavy	Frigate	128	1	128	72	72
MunitionsBoosterIV	Heavy	Frigate	128	1	128	40.42	40.42
SentinelFrigateIV	Light	Destroyer	256	1	256	40.42	40.42
CoreMunitionsBooster	Light	Destroyer	256	1	256	50.53	50.53
SpireRailclusterIII	Light	Destroyer	256	1	256	115.2	115.2
SpireStealthBattleshipIII	Light	Destroyer	256	1	256	115.2	115.2
AIGuardian_MunitionsBoosting	Heavy	Destroyer	512	1	512	96	96
AIRaidStarshipII	Heavy	Destroyer	512	1	512	128	128
AIGuardianSpider	Heavy	Destroyer	512	1	512	96	96
AIGuardianCarrierV	Light	Battleship	4096	1	4096	480	480
Battlegroup actual budget spent: 12160 on 181 ships (for reference that is 2031.85 strength).


7/30/2014 3:57:42 PM (7.047)
-----------------------------------
BattleGroup of 12500 Points
FGType	SubTier	Tier	CostEach	Count	TotalCost	ReferenceOnly_StrengthEach	ReferenceOnly_TotalStrength
LazerGatling	Light	Drone	2	16	32	0.71	11.29
LazerGatlingII	Medium	Drone	4	4	16	1.41	5.64
Raider	Medium	Drone	4	4	16	1.6	6.4
AutocannonMinipod	Medium	Drone	4	2	8	0.98	1.96
MicroFighter	Medium	Drone	4	6	24	1.33	8
AntiArmorShip	Heavy	Drone	6	2	12	1.6	3.2
RaiderII	Heavy	Drone	6	4	24	3.2	12.8
Fighter	Heavy	Drone	6	2	12	2	4
DeflectorDrone	Heavy	Drone	6	4	24	0.98	3.92
MicroFighterII	Heavy	Drone	6	2	12	2.67	5.33
ZenithParalyzer	Heavy	Drone	6	2	12	2	4
ZenithHydra	Light	Cutter	8	2	16	6	12
ArmorShip	Light	Cutter	8	2	16	2.18	4.36
ZenithChameleon	Light	Cutter	8	2	16	2	4
MissileShip	Light	Cutter	8	2	16	2	4
MicroFighterIII	Light	Cutter	8	4	32	4	16
FighterII	Light	Cutter	8	2	16	4	8
AntiArmorShipII	Light	Cutter	8	2	16	3.2	6.4
BulletproofFighterII	Medium	Cutter	12	2	24	4.36	8.73
ParasiteII	Medium	Cutter	12	2	24	8	16
ZenithPolarizerII	Medium	Cutter	12	4	48	4	16
DeflectorDroneIII	Medium	Cutter	12	2	24	2.94	5.88
ZenithHydraII	Medium	Cutter	12	4	48	12	48
AntiArmorShipIII	Medium	Cutter	12	2	24	4.8	9.6
ZenithChameleonIII	Heavy	Cutter	16	4	64	6	24
BulletproofFighterIII	Heavy	Cutter	16	2	32	6.54	13.09
SpaceTankII	Heavy	Cutter	16	2	32	4	8
ZenithPolarizerIII	Heavy	Cutter	16	2	32	6	12
SpireGravityRipper	Heavy	Cutter	16	2	32	4	8
AntiArmorShipIV	Heavy	Cutter	16	2	32	6.4	12.8
ArmorShipIII	Heavy	Cutter	16	2	32	6.54	13.09
ImpulseReactionEmitterIV	Light	Corvette	32	2	64	8	16
BomberIII	Light	Corvette	32	2	64	6	12
SpiderIV	Light	Corvette	32	2	64	8	16
CoreDeflectorDrone	Light	Corvette	32	2	64	4.9	9.79
ZenithBombardment	Light	Corvette	32	2	64	12	24
BulletproofFighterIV	Light	Corvette	32	2	64	8.73	17.45
ZenithHydraIV	Light	Corvette	32	2	64	24	48
SpireArmorRotterII	Light	Corvette	32	2	64	8	16
SpireArmorRotterIII	Medium	Corvette	48	2	96	12	24
CoreZenithPolarizer	Medium	Corvette	48	2	96	10	20
SpaceTankIV	Medium	Corvette	48	4	192	8	32
MLRSIV	Medium	Corvette	48	4	192	10.1	40.41
SpireGravityDrainIII	Medium	Corvette	48	2	96	12	24
CoreZenithHydra	Medium	Corvette	48	2	96	30	60
ZenithBombardmentIII	Heavy	Corvette	64	6	384	36	216
ZenithReprocessor	Heavy	Corvette	64	2	128	24	48
SaboteurIII	Heavy	Corvette	64	2	128	14.4	28.8
ShieldBearerII	Heavy	Corvette	64	2	128	16	32
CoreBomber	Heavy	Corvette	64	2	128	10	20
CoreMLRS	Heavy	Corvette	64	2	128	12.63	25.26
ZenithReprocessorII	Light	Frigate	64	4	256	48	192
CoreSpireArmorRotter	Light	Frigate	64	2	128	20	40
ZenithElectricBomber	Light	Frigate	64	4	256	10.11	40.42
SaboteurIV	Light	Frigate	64	2	128	19.2	38.4
ZenithSiegeEngine	Light	Frigate	64	2	128	12	24
SentinelFrigate	Light	Frigate	64	2	128	10.11	20.21
ZenithBombardmentIV	Light	Frigate	64	2	128	48	96
SniperIV	Light	Frigate	64	2	128	38.4	76.8
ZenithElectricBomberIII	Heavy	Frigate	128	2	256	30.32	60.63
ZenithReprocessorIV	Heavy	Frigate	128	3	384	96	288
SpireTractorPlatformII	Heavy	Frigate	128	1	128	76.8	76.8
SentinelFrigateIII	Heavy	Frigate	128	1	128	30.32	30.32
SpireRailclusterII	Heavy	Frigate	128	1	128	76.8	76.8
ShieldBoosterIV	Heavy	Frigate	128	1	128	40.42	40.42
ZenithSiegeEngineIV	Light	Destroyer	256	1	256	48	48
CoreMunitionsBooster	Light	Destroyer	256	1	256	50.53	50.53
CoreZenithReprocessor	Light	Destroyer	256	1	256	120	120
SentinelFrigateIV	Light	Destroyer	256	1	256	40.42	40.42
AIGuardianSpider	Heavy	Destroyer	512	1	512	96	96
AIGuardianStarshipDisassembler	Heavy	Destroyer	512	1	512	96	96
AIGuardian_Infiltration	Heavy	Destroyer	512	1	512	96	96
AIGuardian_ShieldV	Light	Battleship	4096	1	4096	480	480
Battlegroup actual budget spent: 12160 on 181 ships (for reference that is 1975.61 strength).


malkiel

Jul 30, 2014 5:32 pm

reporter   ~0038775

FOUND IT in counterhacking logs!

7/30/2014 3:57:42 PM (7.047) 3:34:00 Counter-Saboteur Spawn on Cavecoash (playerNumber:9)
spawnStrength = base value = 14
spawnStrength *= handicap = 14
spawnStrength *= Game.Instance.Options.GetDifficultyCausedSpecialDifficultyModifier = 14
multiplierForSabotageResponseSpawn = 1 = 1
ShipDesignHackingCost = (for each hack, 52.5 * 1.5^n, where n is the number of previous hacks) = 35
KnowledgeHackingCost = (for each 3000 knowledge hacked, 29.3 * 1.5^n, where n is the amount of knowledge hacked previously divided by 3000 and rounded down) = 0
SuperterminalHackingCost = (for each 20 AIP hacked, 3000 * 1.5^n, where n is the AIP hacked previously divided by 20 and rounded down) = 0
FabricatorHackingCost = (for each hack, 67.5 * 1.5^n, where n is the number of previous hacks) = 75
AdvancedConstructorHackingCost = (for each hack, 150 * 1.5^n, where n is the number of previous hacks) = 100
DesignCorruptionCost = (for each hack, 20 * 1.5^n, where n is the number of previous hacks) = 0
DesignDownloadingCost = (for each hack, 50 * 1.5^n, where n is the number of previous hacks) = 0
UnitSabotagingCost = (for each hack, 5 * 1.5^n, where n is the number of previous hacks) = 0
SensorHackCost = (for each hack, 10 * 1.5^n, where n is the number of previous hacks) = 0
BeaconHackCost = (for each hack, 100 * 1.5^n, where n is the number of previous hacks) = 0
ExileSurveyCost = (for each hack, 15 * 1.5^n, where n is the number of previous hacks) = 10
BaseHackingAntagonism = GetTotalHackingProgressSpent() = 220
since hacking spent > 100, applying alternate formula to part above that
alternateResult = linearityThreshold * 2 = 200
HackingProgressEarned = AIProgressionLevelTotal = 135
alternateResult -= Total_hacking_earned = 65
partOverLinearityThreshold = hackingSpent - linearityThreshold = 120
now approximating partOverLinearityThreshold ^ 1.1 without using floating point (since that's non-deterministic between platforms and thus forbidden due to MP sync)
the approximation for 100 is 158 and the approximation for 200 is 340
so exponentialFactor = the linear interpolation = 194
alternateResult += exponentialFactor = 259
minimumResult = linearityThreshold + ( ( hackingSpent - linearityThreshold ) / 10 ) = 112
BaseHackingAntagonism = Max(alternateResult,minimumResult) = 259
HackingProgressEarned = AIProgressionLevelTotal = 135
ShipDesignHackingCost = (for each hack, 52.5 * 1.5^n, where n is the number of previous hacks) = 35
KnowledgeHackingCost = (for each 3000 knowledge hacked, 29.3 * 1.5^n, where n is the amount of knowledge hacked previously divided by 3000 and rounded down) = 0
SuperterminalHackingCost = (for each 20 AIP hacked, 3000 * 1.5^n, where n is the AIP hacked previously divided by 20 and rounded down) = 0
FabricatorHackingCost = (for each hack, 67.5 * 1.5^n, where n is the number of previous hacks) = 75
AdvancedConstructorHackingCost = (for each hack, 150 * 1.5^n, where n is the number of previous hacks) = 100
DesignCorruptionCost = (for each hack, 20 * 1.5^n, where n is the number of previous hacks) = 0
DesignDownloadingCost = (for each hack, 50 * 1.5^n, where n is the number of previous hacks) = 0
UnitSabotagingCost = (for each hack, 5 * 1.5^n, where n is the number of previous hacks) = 0
SensorHackCost = (for each hack, 10 * 1.5^n, where n is the number of previous hacks) = 0
BeaconHackCost = (for each hack, 100 * 1.5^n, where n is the number of previous hacks) = 0
ExileSurveyCost = (for each hack, 15 * 1.5^n, where n is the number of previous hacks) = 10
negativeHackingProgressMultiplier = Mat.One + ( (-HackingProgress) / 10 ) = 9.5
BaseHackingAntagonism = BaseHackingAntagonism * negativeHackingProgressMultiplier = 2460.5
since totalAntagonism > 100, multiplierForSabotageResponseSpawn += ( totalAntagonism - 100 ) / 200 = 12.8
spawnStrength *= multiplierForSabotageResponseSpawn = 179.2
tackleOrBladeCheeseDetected = false
engineDamageCheeseDetected = false
maximumNumberOfWildRolls = 1 + (totalHackingAntagonism/50) = 49
wild-roll:AddStrength_PreRollStrengthTimesTwo, spawnStrength = 537.59
wild-roll:ShortRangeWarpJump, spawnStrength = 537.59
wild-roll:ShortRangeWarpJump, spawnStrength = 627.19
wild-roll:TriggerMiniExo, spawnStrength = 627.19
wild-roll:SwitchToCombatGuardianSpawn, spawnStrength = 627.19
wild-roll:SwitchToRaidStarshipSpawn, spawnStrength = 716.79
wild-roll:AddStrength_PreRollStrengthTimesOne, spawnStrength = 895.99
wild-roll:InnocuousRoll, spawnStrength = 895.99
wild-roll:ShortRangeWarpJump, spawnStrength = 985.58
wild-roll:InnocuousRoll, spawnStrength = 985.58
wild-roll:TriggerMiniExo, spawnStrength = 985.58
wild-roll:InnocuousRoll, spawnStrength = 985.58
wild-roll:AddStrength_PreRollStrengthTimesOne, spawnStrength = 1164.78
wild-roll:PickNeighboringAIPlanet, spawnStrength = 1164.78
wild-roll:PickNeighboringAIPlanet, spawnStrength = 1164.78
wild-roll:InnocuousRoll, spawnStrength = 1164.78
wild-roll:AddStrength_PreRollStrengthTimesThree, spawnStrength = 1702.37
wild-roll:InnocuousRoll, spawnStrength = 1702.37
wild-roll:TriggerExo, spawnStrength = 1702.37
wild-roll:SwitchToGravityGuardianSpawn, spawnStrength = 1791.97
wild-roll:InnocuousRoll, spawnStrength = 1791.97
wild-roll:ShortRangeWarpJump, spawnStrength = 1881.57
wild-roll:AddStrength_PreRollStrengthTimesTwo, spawnStrength = 2239.97
wild-roll:AddStrength_PreRollStrengthTimesOne, spawnStrength = 2419.16
wild-roll:InnocuousRoll, spawnStrength = 2419.16
wild-roll:AddStrength_PreRollStrengthTimesTwo, spawnStrength = 2777.56
wild-roll:QueueAnotherSpawnAfterThisOne, spawnStrength = 2777.56
wild-roll:PickNeighboringAIPlanet, spawnStrength = 2777.56
wild-roll:PickNeighboringAIPlanet, spawnStrength = 2777.56
wild-roll:ShortRangeWarpJump, spawnStrength = 2867.16
wild-roll:ShortRangeWarpJump, spawnStrength = 2956.75
wild-roll:AddStrength_PreRollStrengthTimesOne, spawnStrength = 3135.95
wild-roll:SwitchToCombatGuardianSpawn, spawnStrength = 3225.55
wild-roll:AddStrength_PreRollStrengthTimesThree, spawnStrength = 3763.14
wild-roll:AddStrength_PreRollStrengthTimesTwo, spawnStrength = 4121.54
wild-roll:SwitchToRaidStarshipSpawn, spawnStrength = 4211.14
wild-roll:AddStrength_PreRollStrengthTimesThree, spawnStrength = 4748.73
wild-roll:AddStrength_PreRollStrengthTimesTwo, spawnStrength = 5107.12
wild-roll:InnocuousRoll, spawnStrength = 5107.12
wild-roll:InnocuousRoll, spawnStrength = 5107.12
wild-roll:AddStrength_PreRollStrengthTimesOne, spawnStrength = 5286.32
wild-roll:InnocuousRoll, spawnStrength = 5286.32
wild-roll:AddStrength_PreRollStrengthTimesOne, spawnStrength = 5465.52
wild-roll:SwitchToRaidStarshipSpawn, spawnStrength = 5555.12
wild-roll:InnocuousRoll, spawnStrength = 5555.12
wild-roll:AddStrength_PreRollStrengthTimesTwo, spawnStrength = 5913.51
wild-roll:InnocuousRoll, spawnStrength = 5913.51
wild-roll:InnocuousRoll, spawnStrength = 5913.51
wild-roll:SwitchToZombieGuardianSpawn, spawnStrength = 6003.11
spawnedType:AIRaidStarshipIII quantity:94 (strength-each:64)

malkiel

Jul 30, 2014 5:48 pm

reporter  

Autosave.sav (193,483 bytes)

malkiel

Jul 30, 2014 6:04 pm

reporter   ~0038776

Last edited: Jul 30, 2014 6:33 pm

autosave is from about 15 seconds before the bug (seriously, how awesome of timing is that?!)

I have not been able to replicate the bug in 2 attempts from said autosave, but my best guess is that it applied the spending to the HaP, triggered a normal over time response pulse, then admitted the hack was done and moved on to post hacking response (turning on the "in case the simul hacked into the negative thousands" safety after it was _far_ too late)

bright side: bug is very unlikely to occur (I hack into the deep negative in pretty much every game, so odds are astronomically low)

also, is it just me or did it ignore that last wild roll, which would have had it spawning zombie guardians instead of raid starships?

downside: if it does.. you _lose_

keith.lamothe

Jul 30, 2014 8:16 pm

administrator   ~0038778

Interesting, I didn't realize there was a race condition on going into negative hacking. Well, I don't think it's all that bad that it does this (going negative should be scary), as you can keep a few warheads on hand for the Raids, etc, though I agree that it should either do it semi-regularly or not at all, rather than super-rarely.

And on that last wild roll: when rolls two "switch to (special ship set)" in the same pulse it ignores the switch on the later ones and instead applies a modest buff to the pulse size.

malkiel

Jul 30, 2014 8:43 pm

reporter   ~0038779

Last edited: Jul 30, 2014 9:15 pm

yeah, I've made ten attempts at duplication of this with no duplication.

That being said, a few things in the logs are bugging me. The strength calculations are not accurate. The wave spawned off of the linked one (wild roll triggers an extra wave) was 54 raider gaurdian mk III, strength calculation claimed about 5000 when on my planet it was 15,264 (after my turrets killed one of the 54)

exact lines: starting at last of a pile of wild rolls

wild-roll:AddStrength_PreRollStrengthTimesOne, spawnStrength = 5107.12
spawnedType:AIGuardianRaiderIII quantity:54 (strength-each:96)

so.. 5107.12 strength in the math amounts to 15,264 strength in my face. is that an issue or working as intended? (bingafr attack in the save)

Second issue: you said it only goes with the first wave type change determination? the first one was "combat guardian spawn". I am thinking there must be some other method of prioritization at work here, but frankly so long as you feel it is working as intended I don't care. Also I recall seeing one that changes it back into a normal wave type get rolled and replaced a few times elsewhere in the log, indicating a prioritization system must be in place.
I only make a point of this because I seriously can't recall seeing a zombie guardian get spawned as part of a hacking response, although I'll admit I haven't been looking too closely.

keith.lamothe

Jul 31, 2014 10:49 am

administrator   ~0038783

On the raid immunity-to-aoe I'd just forgotten :) Martyrs it is! Or EMP warheads (unless they're immune to that too.

Or just go nuclear! ;)


Anyway, on the 5107 => 15264 thing it sounds like possibly it wasn't considering the mark level of the unit, since 5107 * 3 = 15321. In some contexts that's appropriate, but I don't recall if this is one of them.

And yes, it's possible the prioritization of what "Switch" roll wins is more complex than I recalled. Odd to never have seen the zombies, though. Possibly the RNG was holding their shock value (or lack thereof) in reserve.

malkiel

Jul 31, 2014 10:59 am

reporter   ~0038784

Last edited: Jul 31, 2014 11:47 am

on the zombie thing, note the child issue. :)
gravity is also afflicted.

best way to deal with 94 raid starships in my book: don't trigger it.

also, wanted to point out that while the strength math does seem to be ignoring the fact that they are mark 3 ships, I do not find hacking response to be disbalanced and wouldn't prioritize fixing the calculations on that since it really amounts to a behind the scenes beautification project.

I might make sure it's showing the correct post hacking response strength though, post hack response being overkill is part of why I quit using the superterminal completely.

AdamMil

Aug 6, 2014 6:09 pm

reporter   ~0038859

If there is indeed a race condition that causes the game to misbehave, then I think it should be fixed.

malkiel

Aug 12, 2014 11:04 am

reporter  

malkiel

Aug 12, 2014 11:08 am

reporter   ~0038960

guess what? managed to duplicate the bug, although it was kinda a .. erm, hackish way of duplicating it. either way, attached a save 1 second before the hack completes.

The AI gets.. feisty.. when responding at over 100K negative HaP, avengers.. raid starship blobs, etc.

if you pause at the right moment and delete the design hacker you can prevent the bug and be at -147K HaP but there is no way to reach the full -218K without allowing it to happen.

It is worth noting that in the original error, I was only hacking a singular object, not thirty six design backups.

MondSemmel

Aug 25, 2014 10:57 am

reporter   ~0039081

I did a 10x design hack and the game spawned roughly 42k Raid III Starships, which pretty much insta-crashed the game.
I wish it spawned hundreds of Avengers or Dire Guardians or something instead. I mean, I understand that I've lost once the AI has such a fleet, but I'd still rather see that loss than lose to the crash.

Issue History

Date Modified Username Field Change
Jul 30, 2014 5:21 pm malkiel New Issue
Jul 30, 2014 5:21 pm malkiel File Added: 93 raid starships what.sav
Jul 30, 2014 5:22 pm malkiel File Added: LogicLog_AIMechanic_Reinforcements_MainThread.txt
Jul 30, 2014 5:22 pm malkiel File Added: LogicLog_AIMechanic_StrategicReserve.txt
Jul 30, 2014 5:23 pm malkiel File Added: LogicLog_AIMechanic_ThreatFleet.txt
Jul 30, 2014 5:23 pm malkiel File Added: LogicLog_AIMechanic_SpecialForces.txt
Jul 30, 2014 5:23 pm malkiel File Added: LogicLog_AIMechanic_CounterHacking.txt
Jul 30, 2014 5:23 pm malkiel File Added: LogicLog_AIMechanic_Waves_MainThread.txt
Jul 30, 2014 5:24 pm malkiel File Added: LogicLog_EventAttackPopulation.txt
Jul 30, 2014 5:32 pm malkiel Note Added: 0038775
Jul 30, 2014 5:48 pm malkiel File Added: Autosave.sav
Jul 30, 2014 6:04 pm malkiel Note Added: 0038776
Jul 30, 2014 6:33 pm malkiel Note Edited: 0038776
Jul 30, 2014 8:16 pm keith.lamothe Note Added: 0038778
Jul 30, 2014 8:16 pm keith.lamothe Assigned To => keith.lamothe
Jul 30, 2014 8:16 pm keith.lamothe Status new => considering
Jul 30, 2014 8:43 pm malkiel Note Added: 0038779
Jul 30, 2014 9:15 pm malkiel Note Edited: 0038779
Jul 31, 2014 10:40 am malkiel Relationship added parent of 0015608
Jul 31, 2014 10:49 am keith.lamothe Note Added: 0038783
Jul 31, 2014 10:59 am malkiel Note Added: 0038784
Jul 31, 2014 11:46 am malkiel Note Edited: 0038784
Jul 31, 2014 11:47 am malkiel Note Edited: 0038784
Aug 6, 2014 6:09 pm AdamMil Note Added: 0038859
Aug 12, 2014 11:04 am malkiel File Added: duplicated hack issue.sav
Aug 12, 2014 11:08 am malkiel Note Added: 0038960
Aug 25, 2014 10:57 am MondSemmel Note Added: 0039081