View Issue Details

IDProjectCategoryLast Update
0002430AI War 1 / ClassicBug - OtherMar 12, 2011 2:47 am
ReporterVinraith Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.066 
Summary0002430: Mysterious influx of hostiles
DescriptionThere's a steady flow of enemy ships into our territory. We were getting attacked by mark III guardians at a point in the game where no non-scout ship had even left our home systems. Something strange is going on here, though I'm having a hard time putting my finger on the cause.
TagsNo tags attached.
Internal Weight

Relationships

related to 0002434 feedbackkeith.lamothe Unexplainable Hostiles in first fifteen minutes of a game 

Activities

Vinraith

Jan 13, 2011 11:25 pm

reporter  

20110113_scout_threat.sav (263,607 bytes)

Master Cylinder Pants

Jan 13, 2011 11:26 pm

reporter  

Master Cylinder Pants

Jan 13, 2011 11:27 pm

reporter   ~0008452

oops - sorry delete one of those saves. added a few (non duplicate) adv logs though

Master Cylinder Pants

Jan 13, 2011 11:27 pm

reporter  

Master Cylinder Pants

Jan 13, 2011 11:28 pm

reporter  

AIThreadWaveComputationLog.txt (11,931 bytes)   
12/27/2010 11:58:14 PM (4.058)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 18:53:33 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 515 ; AITechLevel: 2 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1016
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 966.14
workingShips = Min(workingShips,Player.AIDifficulty * 10) :966.14
numberShips = workingShips.IntValue :966
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :483
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :483


12/27/2010 11:58:14 PM (4.058)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 18:53:33 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 515 ; AITechLevel: 2 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1016
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1027.16
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1027.16
numberShips = workingShips.IntValue :1027
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :513
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :513


12/28/2010 12:47:41 AM (4.058)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 19:26:25 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 538 ; AITechLevel: 2 ; WaveSize: 1.63
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1061.38
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1012.4
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1012.4
numberShips = workingShips.IntValue :1012
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :506
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :506


12/28/2010 12:47:41 AM (4.058)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 19:26:25 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 538 ; AITechLevel: 2 ; WaveSize: 1.63
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1061.38
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1154.66
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1154.66
numberShips = workingShips.IntValue :1154
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :577
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :577


1/1/2011 11:13:19 PM (4.059)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 26:08:10 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 850 ; AITechLevel: 3 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1676.89
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1557.76
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1557.76
numberShips = workingShips.IntValue :1557
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :778
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :778


1/1/2011 11:13:19 PM (4.059)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 26:08:10 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 850 ; AITechLevel: 3 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1676.89
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1797.26
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1797.26
numberShips = workingShips.IntValue :1797
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :898
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :898


1/3/2011 12:26:52 AM (4.059)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 26:42:14 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 776 ; AITechLevel: 3 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1530.91
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1578
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1578
numberShips = workingShips.IntValue :1577
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :788
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :788


1/3/2011 12:26:52 AM (4.059)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 26:42:14 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 776 ; AITechLevel: 3 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1530.91
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1506.24
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1506.24
numberShips = workingShips.IntValue :1506
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :753
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :753


1/3/2011 10:32:21 PM (4.059)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 27:16:18 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 789 ; AITechLevel: 3 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1556.55
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1262.04
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1262.04
numberShips = workingShips.IntValue :1262
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :631
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :631


1/3/2011 10:32:21 PM (4.059)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 27:16:18 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 789 ; AITechLevel: 3 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1556.55
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1449.01
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1449.01
numberShips = workingShips.IntValue :1449
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :724
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :724


1/3/2011 11:31:10 PM (4.059)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 27:16:18 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 789 ; AITechLevel: 3 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1556.55
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1260.52
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1260.52
numberShips = workingShips.IntValue :1260
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :630
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :630


1/3/2011 11:31:10 PM (4.059)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 27:16:18 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 789 ; AITechLevel: 3 ; WaveSize: 1.69
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1556.55
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1571.75
workingShips = Min(workingShips,Player.AIDifficulty * 10) :1571.75
numberShips = workingShips.IntValue :1571
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :785
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :785


1/4/2011 11:44:45 PM (4.060)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 0:10:40 ; Player.AIType: NeinzulClusterBomber ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 17 ; AITechLevel: 1 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 38
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 33.81
workingShips = Min(workingShips,Player.AIDifficulty * 10) :76
numberShips = workingShips.IntValue :75
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :37
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :37


1/4/2011 11:44:45 PM (4.060)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 0:10:40 ; Player.AIType: NeinzulClusterBomber ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 17 ; AITechLevel: 1 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 38
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 40.88
workingShips = Min(workingShips,Player.AIDifficulty * 10) :76
numberShips = workingShips.IntValue :75
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :37
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :37


1/4/2011 11:45:15 PM (4.060)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 0:11:10 ; Player.AIType: ExtremeRaider ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 17 ; AITechLevel: 1 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 33.54
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 30.01
workingShips = Min(workingShips,Player.AIDifficulty * 10) :73
numberShips = workingShips.IntValue :72
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :54
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :54


1/4/2011 11:45:15 PM (4.060)
-----------------------------------
Starting CreateMixedWaveToPlanet at Game Time: 0:11:10 ; Player.AIType: ExtremeRaider ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 17 ; AITechLevel: 1 ; WaveSize: 1
aiTypeBasedAIPIncrement : 0
workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 33.54
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 29.01
workingShips = Min(workingShips,Player.AIDifficulty * 10) :73
numberShips = workingShips.IntValue :72
after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :54
numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :54


AIThreadWaveComputationLog.txt (11,931 bytes)   

keith.lamothe

Jan 13, 2011 11:33 pm

administrator   ~0008454

Yea, I think this was the minor faction thing I just fixed. Optimistically marking resolved for 4.067 :)

Vinraith

Jan 13, 2011 11:34 pm

reporter   ~0008455

Which minor faction? The only active ones we have are the trader and broken golems - hard, neither of which would seem to apply.

keith.lamothe

Jan 13, 2011 11:34 pm

administrator   ~0008456

I'm checking the save now to see if I can confirm or deny.

keith.lamothe

Jan 13, 2011 11:38 pm

administrator   ~0008457

I'm sending cap after cap of scouts mkI/II/III on auto explore, and threat is not going up (gradually going down, actually, I assume it's being munched somewhere).

Vinraith

Jan 13, 2011 11:45 pm

reporter   ~0008458

Yeah, I can't seem to generate any threat with scouts. I don't understand where those guardians came from early on, though. I also don't understand the sheer volume of AI ships shuffling around this early in the game. Is that a product of a recent change? Possibly one of our AI types?

Thanks for looking into this, regardless.

keith.lamothe

Jan 13, 2011 11:52 pm

administrator   ~0008459

Yea, confusing. Anyway, you can rest easy knowing that in 4.067 you can just load it up and that threat will gradually dissipate (down to about 7, it seemed) even if you just sit around and build scouts all day ;) At least, that's what it did for me.

LordSloth

Jan 14, 2011 2:01 am

reporter   ~0008462

Last edited: Jan 14, 2011 2:34 am

Would another save help? I have managed to backtrack this one mark four warp gate guardian that attacks me in the first fifteen minutes of the game. Almost to its point of origin. I may be able to get a little closer.

The scouts do not seem to set free the mark three warp gate guardian in the system, so I'll try digging a little further back. I only have a few minutes since the autosave, however.

Edit: and oh, from what I can tell, they come from the system "The Boss Is No More", but I can't get scouts there due to decloakers, and I didn't think to enable cheats in the lobby. That system is four hops from my homeworld, and two hops from the closest previously scouted system.

Edit: or, perhaps I should make a new ticket since this one is marked resolved. Well, I'll check back tomorrow. And try the next update as well, once it hits, before submitting another ticket.

Issue History

Date Modified Username Field Change
Jan 13, 2011 11:25 pm Vinraith New Issue
Jan 13, 2011 11:25 pm Vinraith File Added: 20110113_scout_threat.sav
Jan 13, 2011 11:26 pm Master Cylinder Pants File Added: no mil to naos but gettin hate.sav
Jan 13, 2011 11:27 pm Master Cylinder Pants Note Added: 0008452
Jan 13, 2011 11:27 pm Master Cylinder Pants File Added: MainThreadWaveComputationLog.txt
Jan 13, 2011 11:28 pm Master Cylinder Pants File Added: AIThreadWaveComputationLog.txt
Jan 13, 2011 11:33 pm keith.lamothe Note Added: 0008454
Jan 13, 2011 11:33 pm keith.lamothe Status new => resolved
Jan 13, 2011 11:33 pm keith.lamothe Resolution open => fixed
Jan 13, 2011 11:33 pm keith.lamothe Assigned To => keith.lamothe
Jan 13, 2011 11:34 pm Vinraith Note Added: 0008455
Jan 13, 2011 11:34 pm keith.lamothe Note Added: 0008456
Jan 13, 2011 11:38 pm keith.lamothe Note Added: 0008457
Jan 13, 2011 11:45 pm Vinraith Note Added: 0008458
Jan 13, 2011 11:52 pm keith.lamothe Note Added: 0008459
Jan 14, 2011 2:01 am LordSloth Note Added: 0008462
Jan 14, 2011 2:02 am LordSloth Note Edited: 0008462
Jan 14, 2011 2:31 am LordSloth Note Edited: 0008462
Jan 14, 2011 2:33 am LordSloth Note Edited: 0008462
Jan 14, 2011 2:34 am LordSloth Note Edited: 0008462
Jan 14, 2011 1:44 pm LordSloth Relationship added related to 0002434