View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022927 | AI War 2 | Gameplay Issue | Mar 4, 2020 1:56 pm | Mar 10, 2020 12:18 am | |
Reporter | Lord Of Nothing | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.006 Hotfix | ||||
Fixed in Version | 2.012 Populous | ||||
Summary | 0022927: The stacker and Dark Spire. | ||||
Description | In the attached saves the dark spire presence in the centre of the galaxy has become rather large, and one thing that stands out to me is that considering the number of ships it looks like there are a lot of small stacks that are not being consolidated, and new ships are being spawned in very small stacks as well. The performance in these saves is quite bad and I suspect this might be why- particularly in the transceiver save once the AI starts trying to bull through the entire mess of them and things really heat up, even at 50% sim speed the targeting logic is acting up very badly on my machine. | ||||
Tags | No tags attached. | ||||
related to | 0022925 | resolved | BadgerBadger | debug code 1000 during update fireteams System.Exception: Mismatch for Raider #2237560 on Beytune between unit's fireteam 5383 a |
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Updated with a save halfway through the transceiver time. 6 figure strength on one planet and it's still spawning unstacked wraiths and spectors, and the galaxy's ship counts are getting insane. |
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Update on performance in 2.007: The sim speed performance has improved massively - I was impressed it was running at all before to be honest, but after the update I was able to push it up to 250%+ simspeed, sometimes as high as 400%, whereas before it was stuck below 60%. However, the targeting logic issues have not improved at all, so doing so actually makes things worse, so the update has not affected this issue. (Also, the transceiver forces proved utterly insufficient to win the game. At the very least they should be Mk VII spireships, not Mk1. The first AI attack fleet to break through my frontline was big enough to steamroller every one of the ships that had come through- the fireteam logic didn't even try to fight the strength disparity was so overwhelming, so the targeting issue was irrelevant.) |
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Imperial Spire are now MK7. Had prepared the unit entries before incase was necessary. |
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Hmm, that promises to be a good show. :) |
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Should be able to have them shortly I think, since there's a bug that needs fixing. |
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Status report: The newly buffed Imperials were able to hold off the initial attack, just about. (Command station home forcefields were almost down when they finished clearing, but that was mainly because the targeting was still playing up. They then cleared through fairly easily until they reached the Dark Spire's main set of generators near the center of the galaxy, where they've just lost about 10k strength worth of battleship and dread stacks and spawned a new 100k Dark Spire threatball in the process. (They engaged a largish AI fleet there, Dark Spire fed, and they didn't retreat quickly enough when the DS numbers started to rocket above what they 14k fireteam group could handle.) Will continue to update this tangent. :) |
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Yeah Dark Spire need some more investigation. The high strength units being tossed about in Fallen Spire is...a fairly prime scenario for them. |
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Update: About an hour gametime later, the Imperials finally broke through the generator alley by throwing about 90k in the first fleet and another 60k in support fleets to clean up the stragglers, effortlessly bulldozed through a few dozen planets until they reached where the AI was parking half of it's remaining threatfleet... over the last DS generator. So they're now down about 20k worth of stacks from their lead fleet and the Dark Spire have a new 130k ball to play with, which causes 0000064:0000010% simspeed when I even look at a planet it's on because so much of it is unstacked. I have no doubt they'll push through it once they group up again, though - I'd say the non-stacking of Dark Spire is far more of a problem in causing this to take ages realtime to resolve that actual strength of ships is. |
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No, I was wrong. The Imperials threw 200k against the generator and were catastrophically defeated. I couldn't even watch the battle, I had to leave it on offplanet to keep the game running above about 0.1% simspeed, but it was pretty clear what was going on from watching the counts. I quit the game to spare my computer as the dark spire fleet size approached 400k. So that concludes my tale. :) |
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Just realised that I had forgotten to upload the final save. Highlights: 450k+ Dark Spireball. Targeting cycles taking longer than 2 minutes to process on my computer. :) |
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(Note: I can't upload the actual 450k save since it's 26MB, but that's shortly before.) |
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I believe Badger put in a change on Dark Spire that caps how much it can spawn in a single go. Hopefully no more apocalypse from a single Frigate dying? |
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Hmm, if that's in 2.009 I'll have to give it a try once that's out. If it was in 2.008 or before, it didn't help, the whole deathball was built from start to finish on 2.008. |
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2.009. |
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2.009, Imperial Spire and the Dark Spire report: I think this part of the issue is pretty definitively solved now. I tested form two points: From the point that built the 130k threatball, and from the start of the second battle that went so wrong for them before (Producing the 450k+ ball) and the deathball never appears in the first case, and is beaten fairly easily by the Imperial fleet in the second case, so no remaining balance considerations in that respect, as far as I can see. The restriction on spawning has also pretty heavily improved issues resulting from the lack of stacking for the obvious reason of there being less stuff to cause the problems. |
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Huzzah! Good to know. Thanks for the update. |
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Seems to be resolved now. Please open a new report if anything else arises. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 4, 2020 1:56 pm | Lord Of Nothing | New Issue | |
Mar 4, 2020 1:56 pm | Lord Of Nothing | File Added: Fighting Dark Spire.save | |
Mar 4, 2020 1:56 pm | Lord Of Nothing | File Added: Tranciever.save | |
Mar 4, 2020 1:59 pm | RocketAssistedPuffin | Relationship added | related to 0022925 |
Mar 4, 2020 2:08 pm | Lord Of Nothing | File Added: Mid Transciever.save | |
Mar 4, 2020 2:08 pm | Lord Of Nothing | Note Added: 0056299 | |
Mar 4, 2020 6:17 pm | Lord Of Nothing | Note Added: 0056303 | |
Mar 4, 2020 6:22 pm | RocketAssistedPuffin | Note Added: 0056304 | |
Mar 4, 2020 6:39 pm | Lord Of Nothing | Note Added: 0056307 | |
Mar 4, 2020 6:50 pm | RocketAssistedPuffin | Note Added: 0056311 | |
Mar 4, 2020 8:33 pm | Lord Of Nothing | Note Added: 0056319 | |
Mar 4, 2020 8:38 pm | RocketAssistedPuffin | Note Added: 0056320 | |
Mar 5, 2020 5:36 am | Lord Of Nothing | Note Added: 0056323 | |
Mar 5, 2020 6:06 am | Lord Of Nothing | Note Added: 0056324 | |
Mar 5, 2020 1:29 pm | BadgerBadger | Assigned To | => BadgerBadger |
Mar 5, 2020 1:29 pm | BadgerBadger | Status | new => assigned |
Mar 7, 2020 8:06 pm | Lord Of Nothing | File Added: Imperials Vs Last Gen 2.save | |
Mar 7, 2020 8:06 pm | Lord Of Nothing | Note Added: 0056387 | |
Mar 7, 2020 8:12 pm | Lord Of Nothing | Note Added: 0056388 | |
Mar 8, 2020 9:55 am | RocketAssistedPuffin | Note Added: 0056391 | |
Mar 8, 2020 11:22 am | Lord Of Nothing | Note Added: 0056392 | |
Mar 8, 2020 11:44 am | RocketAssistedPuffin | Note Added: 0056393 | |
Mar 9, 2020 8:22 pm | Lord Of Nothing | Note Added: 0056428 | |
Mar 9, 2020 8:45 pm | RocketAssistedPuffin | Note Added: 0056429 | |
Mar 10, 2020 12:18 am | BadgerBadger | Status | assigned => resolved |
Mar 10, 2020 12:18 am | BadgerBadger | Resolution | open => fixed |
Mar 10, 2020 12:18 am | BadgerBadger | Fixed in Version | => 2.012 Populous |
Mar 10, 2020 12:18 am | BadgerBadger | Note Added: 0056437 |