View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002891 | AI War 1 / Classic | Balance Issue | Feb 20, 2011 4:48 pm | Feb 21, 2011 12:11 am | |
Reporter | XRsyst | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.000 | ||||
Summary | 0002891: Impossible Situation, ~1200 Spire Maws (II) in standard attack wave 2 hours in | ||||
Description | 5.001 Playing a game with another person, about 2 hours in we get a standard attack wave of over 1200 Spire Maws. It's insane and totally unwinnable. I don't believe we did anything to "trigger" this (earlier saves available if you like), it just happened. A wave size of maybe 120 would be winnable and reasonable, but 1200 is all but unstoppable, especially only 2 hours into the game. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0002869 | closed | keith.lamothe | Give the "starship like" tier of fleet ships a hard cap in waves |
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Is this related to the maws currently having a glitched ship cap (namely, no ship cap)? |
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Did you have advanced logging on? It would be nice to see the wave computation logs. (Once the wave is sent, that information is kind of lost. It has to be on when the wave is sent.) |
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The infinite cap thing should have been fixed in 5.001 (the description says 5.001, I think the version picker doesn't have that one yet). XRsyst, did you have Advanced Logging on (it's a checkbox on the Advanced tab of the Settings window)? If you have that on when the wave is initially announced, it will append information to "MainThreadWaveComputationLog.txt" and "AIThreadWaveComputationLog.txt" in your install's "RuntimeData" directory. If you can get the erroneously high wave to happen with Advanced Logging on (it doesn't slow anything down except a tad when generating a new wave, etc), and attach those two files to this report, I can see where the math went wrong. Thanks :) |
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I have rolling saves every 5 min so I've got one right before. How do I turn on this logging? |
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I'll turn it on and have logs sometime tonight hopefully. |
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MainThreadWaveComputationLog.txt (3,928 bytes)
2/20/2011 5:23:28 PM (5.001) ----------------------------------- Triggering Normal Wave; wave size factor: 0.99; Game Time: 2:46:17 2/20/2011 5:23:29 PM (5.001) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:46:17 WaveSize factor: 0.99 Raw Units Dictionary Entries: BomberII => 269 BomberStarship => 1 2/20/2011 5:23:29 PM (5.001) ----------------------------------- Receiving AddInboundWave from AI Thread at Game Time: 2:46:17 WaveSize factor: 0.99 Raw Units Dictionary Entries: SpireMawII => 328 Flagship => 1 2/20/2011 5:23:29 PM (5.001) ----------------------------------- Performing first CheckWave with size factor of 0.99 on wave at Game Time: 2:46:17 CheckWave: populating count of BomberII with base magnitude of 269 numberUnits = kv.Value * this.WaveSize : 265.19 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 132.6 after applying CanUseNeinzulRegenerator if any, numberUnits : 132.6 after applying Mark-based multiplier if any, numberUnits : 119.32 after applying at-least-one rule, numberUnits : 119.32 after applying difficulty-based multiplier (if <= 3 then 1, if <= 4 then 1.5, if <= 5 then 1.75, if <= 6 then 2, if <= 7 then 2.25, anything higher gets 2.5), numberUnits : 298.31 numberUnitsInt = numberUnits.IntValue : 298 CheckWave: populating count of BomberStarship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.99 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.99 after applying Mark-based multiplier if any, numberUnits : 1.48 after applying at-least-one rule, numberUnits : 1.48 after applying difficulty-based multiplier (if <= 3 then 1, if <= 4 then 1.5, if <= 5 then 1.75, if <= 6 then 2, if <= 7 then 2.25, anything higher gets 2.5), numberUnits : 3.7 numberUnitsInt = numberUnits.IntValue : 3 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 299 TypesForDirectAdd count by type: BomberII => 298 BomberStarship => 1 TypesForCarrierAdd count by type: 2/20/2011 5:23:29 PM (5.001) ----------------------------------- Performing first CheckWave with size factor of 0.99 on wave at Game Time: 2:46:17 CheckWave: populating count of SpireMawII with base magnitude of 328 numberUnits = kv.Value * this.WaveSize : 323.36 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 323.36 after applying CanUseNeinzulRegenerator if any, numberUnits : 323.36 after applying Mark-based multiplier if any, numberUnits : 290.99 after applying at-least-one rule, numberUnits : 290.99 after applying difficulty-based multiplier (if <= 3 then 1, if <= 4 then 1.5, if <= 5 then 1.75, if <= 6 then 2, if <= 7 then 2.25, anything higher gets 2.5), numberUnits : 727.47 numberUnitsInt = numberUnits.IntValue : 727 CheckWave: populating count of Flagship with base magnitude of 1 numberUnits = kv.Value * this.WaveSize : 0.99 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.99 after applying CanUseNeinzulRegenerator if any, numberUnits : 0.99 after applying Mark-based multiplier if any, numberUnits : 0.89 after applying at-least-one rule, numberUnits : 1 after applying difficulty-based multiplier (if <= 3 then 1, if <= 4 then 1.5, if <= 5 then 1.75, if <= 6 then 2, if <= 7 then 2.25, anything higher gets 2.5), numberUnits : 2.5 numberUnitsInt = numberUnits.IntValue : 2 it's a starship so only adding one rule : 1 (had you going there, didn't we) Wave total ships: 728 TypesForDirectAdd count by type: SpireMawII => 727 Flagship => 1 TypesForCarrierAdd count by type: |
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That would be great, that will be very helpful in figuring out what needs fixed :) |
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AIThreadWaveComputationLog.txt (1,508 bytes)
2/20/2011 5:23:28 PM (5.001) ----------------------------------- Starting CreateHomogenousWaveToPlanet at Game Time: 2:46:16 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 234 ; AITechLevel: 2 ; WaveSize: 0.99 aiTypeBasedAIPIncrement : 0 workingShips = ( AIProgressionLevel * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 299.67 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 269.08 workingShips = Min(workingShips,Player.AIDifficulty * 10) :269.08 numberShips = workingShips.IntValue :269 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, numberShips :269 numberTech123 = numberShips - numberExplosive - numberCore :269 2/20/2011 5:23:28 PM (5.001) ----------------------------------- Starting CreateHomogenousWaveToPlanet at Game Time: 2:46:16 ; Player.AIType: Fortress_Baron ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 234 ; AITechLevel: 2 ; WaveSize: 0.99 aiTypeBasedAIPIncrement : 0 workingShips = ( AIProgressionLevel * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 299.67 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 328.13 workingShips = Min(workingShips,Player.AIDifficulty * 10) :328.13 numberShips = workingShips.IntValue :328 Inside AdjustNumberShipsFromAIType, multiplier: 1 after AdjustNumberShipsFromAIType call, numberShips :328 numberTech123 = numberShips - numberExplosive - numberCore :328 |
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I've attached the logs & the save file that is about 1 minute before the wave spawns. Is a two player game. Good luck! |
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Well, there it is: numberUnits = kv.Value * this.WaveSize : 323.36 after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 323.36 It should have been either 9 or 10 with the 0.03 multiplier they have (and that's sitting right in front of me in the code), but something else was going on. Will investigate :) |
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Ok, I loaded up BeforeBadWave.sav, and let it run for a bit, and it announced two waves: one of 338 bombers, one of 16 spire maws. ... Of course, I just remembered that the spire maw infinite ship cap really is fixed in 5.002, as TechSY730 was trying to remind me ;) So in 5.001 this can certainly happen, sorry about that. We'll try to get 5.002 out soon. |
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Confirmed fixed in 5.002. Sorry about it being in 5.001 ;) |
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Great, thanks! |
Date Modified | Username | Field | Change |
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Feb 20, 2011 4:48 pm | XRsyst | New Issue | |
Feb 20, 2011 4:48 pm | XRsyst | File Added: SpireMaws.sav | |
Feb 20, 2011 4:58 pm | XRsyst | Summary | 0000686:0001200 Spire Maws (II) in standard attack wave => Impossible Situation, 0000686:0001200 Spire Maws (II) in standard attack wave 2 hours in |
Feb 20, 2011 7:50 pm | TechSY730 | Note Added: 0010537 | |
Feb 20, 2011 7:56 pm | XRsyst | Relationship added | related to 0002869 |
Feb 20, 2011 8:01 pm | TechSY730 | Note Added: 0010539 | |
Feb 20, 2011 8:03 pm | keith.lamothe | Note Added: 0010540 | |
Feb 20, 2011 8:03 pm | XRsyst | Note Added: 0010541 | |
Feb 20, 2011 8:04 pm | XRsyst | Note Added: 0010542 | |
Feb 20, 2011 8:26 pm | XRsyst | File Added: MainThreadWaveComputationLog.txt | |
Feb 20, 2011 8:26 pm | keith.lamothe | Note Added: 0010544 | |
Feb 20, 2011 8:26 pm | XRsyst | File Added: AIThreadWaveComputationLog.txt | |
Feb 20, 2011 8:27 pm | XRsyst | File Added: BeforeBadWave.sav | |
Feb 20, 2011 8:28 pm | XRsyst | Note Added: 0010545 | |
Feb 20, 2011 8:49 pm | keith.lamothe | Note Added: 0010546 | |
Feb 20, 2011 9:01 pm | keith.lamothe | Note Added: 0010547 | |
Feb 20, 2011 9:57 pm | keith.lamothe | Note Added: 0010554 | |
Feb 20, 2011 9:57 pm | keith.lamothe | Status | new => resolved |
Feb 20, 2011 9:57 pm | keith.lamothe | Resolution | open => fixed |
Feb 20, 2011 9:57 pm | keith.lamothe | Assigned To | => keith.lamothe |
Feb 21, 2011 12:11 am | XRsyst | Note Added: 0010565 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |