View Issue Details

IDProjectCategoryLast Update
0023755AI War 2Crash/ExceptionSep 18, 2020 2:58 pm
ReporterGreatYng Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version2.505 Multiplayer Alpha Starts, Take Two 
Fixed in Version2.508 Waverider 
Summary0023755: 'BUG: somehow this ai faction has no allies, not even including itself' is now a large part of my debug log
DescriptionIt doesn't seem to cause any problems in-game (I got no messages in-game related to this), but the attached debug log has three campaigns worth of this message in it; 1/3 (7436/21014) of all lines in the document are this exact message. Most of the rest is just regular starting up the game lines.
TagsNo tags attached.

Relationships

related to 0023751 resolvedBadgerBadger Error: AI faction has no allies, not even including itself 

Activities

GreatYng

Sep 16, 2020 3:27 pm

reporter  

ArcenDebugLog.txt (1,590,982 bytes)

Chris_McElligottPark

Sep 16, 2020 5:19 pm

administrator   ~0058549

Do you have any of the savegames that this comes with? Was this happening specifically on games with an AI civil war or some other unusual setup, or was it just a normal AI?

GreatYng

Sep 17, 2020 4:47 pm

reporter   ~0058569

I have all the save games for all three campaigns so I checked it out and for all three the Spire Railgun Shop was active but unused (I didn't go Fallen Spire). None of the campaigns started with the AIs in Civil War, but for the last two campaigns in the log I did initiate the Civil War by killing all Communication Nodes. I'llprovide a list of details about these campaigns below.

A general overview of all factions I had enabled:
All AIs at difficulty 7; Risk Analyzers at intensity 5; Astro Trains at intensity 10;
Dark Spire at intensity 5; Fallen Spire at intensity 5;
Macrophage at intensity 5/6 (clustered); Marauders at intensity 5 (hostile-to-all);
Dyson Sphere at intensity 8; Enable one Zenith Trader and Devourer Golem;
I set the HRF at 7 before hacking the beacon, or at game start;
I let loose and kill the Nanocaust late in the campaign for some tasty science.


The debug log starts with the end fragment of one campaign that ends at line 2512: here I used the Fallen Spire; I don't remember much else about it, but I think I had allied Marauders here as well (if you want more details I have to dig up some files I stored on a different computer). Then I did some testing on some potential bugs I found.

The first full campaign starts just before line 3265 - here I had only two AIs, and unlike most games I kept the final Communication Node intact until the end of the campaign.
I killed the first AI between lines 6025 and 6026, and the bug first shows up at line 6026.
This campaign was ended at line 7195. After this I did some testing on potential bugs, and some random stuff I don't really remember.

The second full campaign starts at line 8333 - here I had three AIs, and I killed the first one with one Communication Node Remaining. I killed the last Communication node shortly before killing the second AI, and the last AI died shortly (mere minutes) after that.
The first AI died somewhere after line 12269, because it was killed within a few minutes after this point. The error first shows up at line 12271.
As best as I can tell the last Communication Node died after line 14950, and before 15025 (based on a manual save where the CN exists, and an autosave 7 minutes later where it's dead).
This campaign was ended at line 15510.

The last campaign in the log starts at about line 15511 - here I had four AIs, and I killed two of them before killing the last Communication Node.
I killed the first AI between line 19203 and 19204, and the error first shows up at line 19204.
I killed the second AI between line 20853 and 20899. I killed the last Communication Node just after line 21718 (I happened to get an autosave at almost exactly that moment).
I killed the third AI between line 22016 and 22091.


Based on my comparison with the debug log I have attached the saves just before I killed the first AIs for all three complete campaigns. Let me know if you want anything else.
Einde 1 - 1st.save (972,982 bytes)
Einde 1 - 2nd.save (1,616,184 bytes)
Einde 1 - 3rd.save (959,728 bytes)

BadgerBadger

Sep 17, 2020 8:24 pm

manager   ~0058574

Which one of those saves can I load to see this problem in action?

GreatYng

Sep 18, 2020 1:18 pm

reporter   ~0058579

All saves are just before I kill the first AI overlord. One save for each campaign. It shouldn't matter which save because I got that error message in all my campaigns.
Annoyingly, I just tested some of the saves and now the message isn't generated any more.

BadgerBadger

Sep 18, 2020 1:35 pm

manager   ~0058582

Any objections if I mark the bug closed then?

GreatYng

Sep 18, 2020 2:43 pm

reporter   ~0058583

Go ahead and close it.
I'll let you know if it happens again.

BadgerBadger

Sep 18, 2020 2:58 pm

manager   ~0058584

Seems to be fixed

Issue History

Date Modified Username Field Change
Sep 16, 2020 3:27 pm GreatYng New Issue
Sep 16, 2020 3:27 pm GreatYng File Added: ArcenDebugLog.txt
Sep 16, 2020 5:19 pm Chris_McElligottPark Relationship added related to 0023751
Sep 16, 2020 5:19 pm Chris_McElligottPark Note Added: 0058549
Sep 17, 2020 4:47 pm GreatYng File Added: Einde 1 - 1st.save
Sep 17, 2020 4:47 pm GreatYng File Added: Einde 1 - 2nd.save
Sep 17, 2020 4:47 pm GreatYng File Added: Einde 1 - 3rd.save
Sep 17, 2020 4:47 pm GreatYng Note Added: 0058569
Sep 17, 2020 8:24 pm BadgerBadger Note Added: 0058574
Sep 18, 2020 1:18 pm GreatYng Note Added: 0058579
Sep 18, 2020 1:35 pm BadgerBadger Note Added: 0058582
Sep 18, 2020 2:43 pm GreatYng Note Added: 0058583
Sep 18, 2020 2:58 pm BadgerBadger Assigned To => BadgerBadger
Sep 18, 2020 2:58 pm BadgerBadger Status new => resolved
Sep 18, 2020 2:58 pm BadgerBadger Resolution open => fixed
Sep 18, 2020 2:58 pm BadgerBadger Fixed in Version => 2.508 Waverider
Sep 18, 2020 2:58 pm BadgerBadger Note Added: 0058584