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IDProjectCategoryLast Update
0021468AI War 2Gameplay IssueAug 19, 2019 5:28 pm
Reporterzharmad Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.878 Fleet Customization 
Fixed in Version0.882-0.883 Research and Reconquest 
Summary0021468: End game performance and ship stacking for the player
DescriptionIn some games, players will find lots of high cap ships and it is then to their benefit that they upgrade them for even more fleet strength. My current game as 4000 strikecraft of my own, for example.

At this stage, and with the Nanocaust facing off against the AI, the game performance drops to 20% with my strikecraft out. However, I don't see my own ships stacking as the option is for non-player ships. Can this be an option for players as well?
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zharmad

Aug 7, 2019 7:54 am

reporter   ~0052449

At about 1.23k fleet strength (8000~9000 ships), I started to get decollision errors. This is probably also possible to get in snake maps where players have to take a lot of planets.

Exception in DecollisionPlanning.Inner_CheckForCollisionOrMakeEntityMove. debug num 10. error:
System.Threading.ThreadAbortException
  at Arcen.Universal.ArcenPoint.GetHasAnyChanceOfBeingInRange (Arcen.Universal.ArcenPoint Other, System.Int32 Range) <0x25b619b1d70 + 0x00000> in <7a01554a85a24209a30be57f2e933c34>:0
  at Arcen.AIW2.External.DecollisionPlanning.Inner_CheckForCollisionOrMakeEntityMove (Arcen.AIW2.Core.GameEntity_Squad otherEntity) [0x000b0] in <5547b9a91b584976965f82370842d85f>:0
 ...

Chris_McElligottPark

Aug 8, 2019 12:12 pm

administrator   ~0052481

A threadabortexception means that it's trying to stop that thread for some reason -- maybe it was too long-running, I'm not sure. Were all these ships on one planet? That shouldn't be happening, but it's also not a bug in the actual decollision code per se; it's maybe a stuck thread if it was taking more than 10 seconds, or at least it thought it might have been stuck I guess.

I'd love to do stacks of units for player ships, but it's going to be tricky to make that not... problematic in some way. All the player ships that stack have to be of the same type and in the same fleet or there will be problems, and so the usual math of "if there are more than x of this type on this planet" won't work.

I wonder if we should just have any player ships of greater than x count a fleet ship line go to stacks rather than being individual, from early on in the game, to stop this. If it's >= 50 ships in one line in one fleet (ship cap, I mean), then they go into stacks of 2 always. If more than 100, then stacks of 3 or something.

Basically it's okay for the AI to get ship stacks that are all over the place and unpredictable, but for players I think predictability is important.

Chris_McElligottPark

Aug 19, 2019 5:28 pm

administrator   ~0052580

Thanks!

* Players now also get stacks, but theirs are fleet-based as well as planet-based, and their default is 30 out of a range from 6 to 90.
** This range is a lot lower because of how these are broken up by fleet; but at any rate, they VASTLY improve the performance of a lot of late-game savegames where players get stupidly-high numbers of ships. Now you can have those stupid-high numbers as much as you want, without it eating your simulation speed.
** This literally can take performance from 10% in some of our test games, all the way up to full speed.

Issue History

Date Modified Username Field Change
Aug 7, 2019 6:34 am zharmad New Issue
Aug 7, 2019 7:54 am zharmad Note Added: 0052449
Aug 8, 2019 12:12 pm Chris_McElligottPark Note Added: 0052481
Aug 19, 2019 5:28 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Aug 19, 2019 5:28 pm Chris_McElligottPark Status new => resolved
Aug 19, 2019 5:28 pm Chris_McElligottPark Resolution open => fixed
Aug 19, 2019 5:28 pm Chris_McElligottPark Fixed in Version => 0.882-0.883 Research and Reconquest
Aug 19, 2019 5:28 pm Chris_McElligottPark Note Added: 0052580