View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0015602 | AI War 1 / Classic | Bug - Gameplay | Jul 30, 2014 5:21 pm | Aug 25, 2014 10:57 am | |
Reporter | malkiel | Assigned To | keith.lamothe | ||
Status | considering | Resolution | open | ||
Product Version | 7.047 | ||||
Summary | 0015602: insane attack, thinking it's a hacking bug | ||||
Description | in 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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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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). |
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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) |
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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_ |
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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. |
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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. |
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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. |
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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. |
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If there is indeed a race condition that causes the game to misbehave, then I think it should be fixed. |
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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. |
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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. |
Date Modified | Username | Field | Change |
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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 |