View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020333 | AI War 2 | Gameplay Issue | Sep 21, 2018 2:35 pm | Sep 23, 2018 4:43 pm | |
Reporter | ZeusAlmighty | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.773 Terrorized By An Infinite Loop | ||||
Fixed in Version | 0.774 Five Thousand Days | ||||
Summary | 0020333: Marauders formed Borg Cube (drones do not honour cap) | ||||
Description | Currently 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) | ||||
Tags | No tags attached. | ||||
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We will add your biological and technological distinctiveness to our own |
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The Raider description does say this... "These raiders seem to be a cyborg-like infusion of AI technology with the Marauders." |
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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. |
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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 |
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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. |
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Hey Chris, it looks like something broke in the Drone related code; it doesn't seem to honour its cap. |
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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? |
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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. |
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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... |
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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. |
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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. |
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Aaaaaand they're back in, Parasites included - thanks! |
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Sweeet. :) |
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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... |
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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. |
Date Modified | Username | Field | Change |
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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 |