View Issue Details

IDProjectCategoryLast Update
0020333AI War 2Gameplay IssueSep 23, 2018 4:43 pm
ReporterZeusAlmighty Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.773 Terrorized By An Infinite Loop 
Fixed in Version0.774 Five Thousand Days 
Summary0020333: Marauders formed Borg Cube (drones do not honour cap)
DescriptionCurrently there is no limitation to how big my marauder neighbors are getting... excellent buffers and with the help of my botnet the raider starships have become amiable zombies.

Issue: AI marauders turtle without cap limit and behave bizarrely at massive numbers (0000206:0000100 Str.)
Proposal: Insist on hard cap for marauder base and/or have fleet "frenzy" weakest neighbor when Str. reaches certain threshold
 
***Save can produce easy stock footage of botnet being a powerhouse against even very strong and abundant enemeies i.e. raider starships:
1.Send botnet golem to neighbor planet Hahn and have it next to the wormhole to Geary, where marauders are prone to attack.
2. Hit and run Geary to provoke marauders--(Not advised staying too long on Geary--they will overwhelm eventually)
TagsNo tags attached.

Activities

ZeusAlmighty

Sep 21, 2018 2:35 pm

reporter  

borg cube.save (6,684,024 bytes)
borg cube.savemet (52 bytes)

BadgerBadger

Sep 21, 2018 2:41 pm

reporter   ~0049375

We will add your biological and technological distinctiveness to our own

RocketAssistedPuffin

Sep 21, 2018 3:52 pm

reporter   ~0049376

The Raider description does say this...

"These raiders seem to be a cyborg-like infusion of AI technology with the Marauders."

Ovalcircle

Sep 21, 2018 4:12 pm

reporter   ~0049377

The strength number given by zeusalmighty in the report links to this comment https://bugtracker.arcengames.com/view.php?id=206#c100
I thought that was funny.

BadgerBadger

Sep 22, 2018 11:54 pm

reporter   ~0049393

It looks like somehow the marauders are continuing to spawn drones, but they have definitely exceeded their strength cap:
9/22/2018 10:44:55 PM Entity Marauder Outpost on Geary has deployed 24930 drone strength so far, and has -24396 additional strength to spawn. The original allowed strength was 533.333251953125

Very peculiar

RocketAssistedPuffin

Sep 23, 2018 5:37 am

reporter   ~0049394

That...explains the terrifying 255 Tethuida drones...and the Astrotrains...and the Carriers...

I reduced their drone cap to compensate, argh. Thought I might've messed up there.

BadgerBadger

Sep 23, 2018 2:17 pm

reporter   ~0049400

Hey Chris, it looks like something broke in the Drone related code; it doesn't seem to honour its cap.

Chris_McElligottPark

Sep 23, 2018 2:56 pm

administrator   ~0049401

Okay, that makes a lot of sense, then, as to why certain things have been happening. Puffin, is that why we took out the Tethuida drones in general? If so, then after fixing this we can add those back?

RocketAssistedPuffin

Sep 23, 2018 3:01 pm

reporter   ~0049402

No. We took those out because of weird cases with zombification in general. Such as what happens if a Nanocaust and a Parasite both attack a unit - who gets it? Or things like the AI steals a Nanocaust unit, meaning it can now use Nanocaustation to directly control units instead of them becoming Zombies, etc. Just a lot of oddities so figured, easiest to remove for now.

I think zombification and nanocaustation need some work done anyway.

Chris_McElligottPark

Sep 23, 2018 3:03 pm

administrator   ~0049403

I see.

For the death effects, whoever does the most damage gets it. So it's a race, and it makes sense who wins. That's already handled.

For capturing nanocaust units, we could make it so that those are immune to parasitism and nanocaustation pretty easily with about one line of code.

If those are the only two issues (one issue, really), then I think we're not in too bad of shape really...

RocketAssistedPuffin

Sep 23, 2018 3:23 pm

reporter   ~0049404

Okay, didn't know it was who did the most. I don't really like how one shot can infect just about anything, regardless of what the target is. I gave Parasites their own amount for this reason, but I guess it's not super essential...

I think if you also gave...parasites immunity, to avoid the case of Nanocaust stealing one, then that parasite infects something else...

Maybe the AI has no problem with nanocausting your stuff. It just becomes a Sentinel unit, so I guess it'd act normal, just like spawning a unit...

Suppose if there is nothing else wrong, we can unlock those terrifying creatures.

Chris_McElligottPark

Sep 23, 2018 3:40 pm

administrator   ~0049405

Okay, that part is in now:

* The nanocaust and zombification death effects no longer work on any targets that have on-death effects of their own. So this would mean that they can't zombify a zombifier, or a metabolizer, or a nanocauster.

RocketAssistedPuffin

Sep 23, 2018 3:45 pm

reporter   ~0049406

Aaaaaand they're back in, Parasites included - thanks!

Chris_McElligottPark

Sep 23, 2018 3:48 pm

administrator   ~0049407

Sweeet. :)

Chris_McElligottPark

Sep 23, 2018 4:34 pm

administrator   ~0049408

I found the problem with the drone flows. It's another pooling thing, with a single object being in two pools. Same as the entities going nuts, Badger. I got this one...

Chris_McElligottPark

Sep 23, 2018 4:43 pm

administrator   ~0049409

Thank you!

* Fixed a bug where drones were being built in far too large of quantities, leading to accidental "borg cubes" of marauders, along with mega-migrations of Tethuida drones and the like.
** The actual core bug here was a PlannedMetalFlow object being added to two different queues, and when being removed from one being put back into the pool. It now make a copy of itself for each queue, because otherwise there's no way to cleanly know when all references to it are gone. Yes, this was another pooling-related incident.
** Frankly who knows what else this was messing up, because this was at the core of how metal is spent by player units, and then how the AI factions build drones. It wouldn't have messed with any other parts of the AI, but player construction and repair may have been wonky in ways too subtle for us to notice, we're not sure.

Issue History

Date Modified Username Field Change
Sep 21, 2018 2:35 pm ZeusAlmighty New Issue
Sep 21, 2018 2:35 pm ZeusAlmighty File Added: borg cube.save
Sep 21, 2018 2:35 pm ZeusAlmighty File Added: borg cube.savemet
Sep 21, 2018 2:35 pm ZeusAlmighty File Added: AIWar2 9_21_2018 11_26_57 AM.png
Sep 21, 2018 2:36 pm ZeusAlmighty Summary Marauders formed Borg Cube-- (Cool foo => Marauders formed Borg Cube
Sep 21, 2018 2:36 pm ZeusAlmighty Description Updated
Sep 21, 2018 2:38 pm BadgerBadger Assigned To => BadgerBadger
Sep 21, 2018 2:38 pm BadgerBadger Status new => assigned
Sep 21, 2018 2:41 pm BadgerBadger Note Added: 0049375
Sep 21, 2018 3:52 pm RocketAssistedPuffin Note Added: 0049376
Sep 21, 2018 4:12 pm Ovalcircle Note Added: 0049377
Sep 22, 2018 11:54 pm BadgerBadger Note Added: 0049393
Sep 23, 2018 5:37 am RocketAssistedPuffin Note Added: 0049394
Sep 23, 2018 2:17 pm BadgerBadger Assigned To BadgerBadger => Chris_McElligottPark
Sep 23, 2018 2:17 pm BadgerBadger Note Added: 0049400
Sep 23, 2018 2:18 pm BadgerBadger Summary Marauders formed Borg Cube => Marauders formed Borg Cube (drones do not honour cap)
Sep 23, 2018 2:56 pm Chris_McElligottPark Note Added: 0049401
Sep 23, 2018 3:01 pm RocketAssistedPuffin Note Added: 0049402
Sep 23, 2018 3:03 pm Chris_McElligottPark Note Added: 0049403
Sep 23, 2018 3:23 pm RocketAssistedPuffin Note Added: 0049404
Sep 23, 2018 3:40 pm Chris_McElligottPark Note Added: 0049405
Sep 23, 2018 3:45 pm RocketAssistedPuffin Note Added: 0049406
Sep 23, 2018 3:48 pm Chris_McElligottPark Note Added: 0049407
Sep 23, 2018 4:34 pm Chris_McElligottPark Note Added: 0049408
Sep 23, 2018 4:43 pm Chris_McElligottPark Status assigned => resolved
Sep 23, 2018 4:43 pm Chris_McElligottPark Resolution open => fixed
Sep 23, 2018 4:43 pm Chris_McElligottPark Fixed in Version => 0.774 Five Thousand Days
Sep 23, 2018 4:43 pm Chris_McElligottPark Note Added: 0049409