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IDProjectCategoryLast Update
0000475AI War 1 / ClassicBalance IssueOct 21, 2010 12:52 am
ReporterMoonshine Fox Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version3.712 
Fixed in Version3.718 
Summary0000475: Unusually high threat levels on game start.
DescriptionIt appears the game starts with about 1600 or so threat, mostly high level (Mk III-IV) ships. They instantly, as soon as the game starts, go for my homeworld. No matter how many times I restart the game, on this map I will start with 1629 threat right off the bat. Save attached, map seed is 1129394531.

I've tried generating a couple of more galaxies and it seems to be completely random. I always start with some threat (usually around 60-200) but every 3-4 games I will get a huge number, surpassing 1500 and then get squashed only minutes later.
TagsNo tags attached.
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Activities

Moonshine Fox

Oct 14, 2010 7:44 am

reporter  

megathreat.sav (303,574 bytes)

Moonshine Fox

Oct 14, 2010 7:45 am

reporter  

Moonshine Fox

Oct 14, 2010 7:46 am

reporter  

Ixiohm

Oct 14, 2010 8:50 am

reporter   ~0000817

I have had this problem to a couple of times in the resent betas. From what I have seen, even if other ships may be mixed in with the wave it's only tachyon micro fighters that are lvl. III/IV and make up the bulk of the wave.

Moonshine Fox

Oct 14, 2010 9:02 am

reporter   ~0000818

That would be my experience as well. The vast majority of the waves are tachyon microfighters, they do however seem to pull along a couple of other types of ships.

Chris_McElligottPark

Oct 15, 2010 10:49 pm

administrator   ~0000922

* The number of ships that are seeded into planets on new games now scales down with the overall ship cap scale that was chosen. The lack of this was often causing large groups of AI ships to bumrush players on any unit scales other than high.

* Now if there is any threat within the first 60 seconds of a new game, those threatening ships are instead added to special forces. This catches any overflow from the start of a game, just in case.

Moonshine Fox

Oct 16, 2010 5:56 am

reporter   ~0000932

This still occurs, only later in the game. Usually 1-2 minutes in. Also see 0000571 which is a duplicate of this report, only for 3.715.

Moonshine Fox

Oct 17, 2010 4:56 am

reporter   ~0001086

Last edited: Oct 17, 2010 4:57 am

There is still some problem with odd threat and attacks. In this particular game "tobias.sav" I keep getting hit with Mk III vampires, starships and even the odd Mark V vampire at regular intervals. I have no such planets even near that are alerted.

Moonshine Fox

Oct 17, 2010 4:56 am

reporter  

Tobias.sav (201,876 bytes)

Moonshine Fox

Oct 17, 2010 10:56 am

reporter  

murder.sav (191,444 bytes)

Moonshine Fox

Oct 17, 2010 10:56 am

reporter   ~0001099

Another savegame added. I hope you nail this one, because it's really eating into my enjoyment right now.

Dazio

Oct 17, 2010 12:26 pm

reporter   ~0001106

Just started a game in 3.717 and threat behaved as expected.

Not sure one game is enough to call this resolved but it is a good sign at least.

Chris_McElligottPark

Oct 17, 2010 12:29 pm

administrator   ~0001107

Have you been scouting at all? I'm pretty sure it's scouts stirring up the enemy planets.

Dazio

Oct 17, 2010 12:36 pm

reporter   ~0001113

Last edited: Oct 17, 2010 12:51 pm

In my game, I didn't scout at all until I had 10+ turrets and 100+ fleetships flying around.

I think a few AI ships came and said hello after I started scouting, but they were easily handled.

Edit: I just loaded up the murder.sav you attached (in version 3.717). For the 21 minute mark of the game, that does not seem out of line, do you have an earlier save or can you remember the numbers at all?

Edit the 2nd: murder.sav loads at 21mins gametime, I just fought off the next AI wave at 30 mins gametime without losing more then a couple fighters. You still seeing this issue in 3.717?

Chris_McElligottPark

Oct 17, 2010 12:39 pm

administrator   ~0001115

Cool. :)

Moonshine Fox

Oct 17, 2010 1:01 pm

reporter   ~0001129

Last edited: Oct 17, 2010 1:02 pm

That's very odd, because I've been having waves of 15-50 Mk IIIs and IVs flowing into the system at a steady pace ever since about the 5-7 minute mark.

Once you load up the Murder.sav, you can see that there are several high mark ships in system, and if you check the map, you see I have scouted two systems, none of which are high level.

I'll try a game and simply don't scout. Period. We'll see what happens.

EDIT:
Dazio, so you're saying that in murder.sav you do not get the MK III ships (primarily cloakers, but also a couple of parasites and MLRSs) attacking you?

Dazio

Oct 17, 2010 1:04 pm

reporter   ~0001130

Last edited: Oct 17, 2010 1:11 pm

Alright, just ran a test in a new game in 3.717.

Spamming nothing but scouts as soon as the game loads, the initial force of threat=0 for the first minute or so works.

By about 00:01:00 I've got 14 planets scouted and threat jumps to 30 about the 00:01:30 mark.

Watching my threat meter, I can see it jump by 10 (give or take) every time my scouts enter a new system.

In my opinion this is reasonable, scouting shouldn't be totally without risk.

Having said that, the initial wave of AI ships that arrive from my scouting at about the 00:02:00 minute mark include 2 flagships, the second wave at about 00:03:00 adds a raid starship.

Letting the game run after my command station goes boom (I built nothing but scouts) I end up with 100 ships even in my system (including the 3 starships), a threat of 0, with 16 systems scouted.

Assuming the starships get a nerf (which it sounds like they will from other threads) I see nothing actually wrong here. It would require tweaking the tutorials so that people know that scouting will now generate a small amount of threat but that's something I actually like.

Or make it so scouts can't aggro starships, only fleet ships or something.

Edit: Fox: Upon loading murder.sav I see 82 ships in my system with a threat of 10. Between the 75 friendly ships built and spam building fighters the defences in system hold long enough for me to clear the system. I don't remember threat just appearing in my earlier game, going to run through this again quickly to see.

Moonshine Fox

Oct 17, 2010 1:08 pm

reporter   ~0001131

Or am I just overreacting? Because, sure I can barely handle the high mark ships, but I can imagine any newbie or less patient fellow getting superfrustrated by these constant attacks this early and without any kind of warning.

Unless you run with CPA-type waves and no wave warnings, this kind of thing shouldn't happen. At least not this early and not with such high mark ships.

Dazio

Oct 17, 2010 1:15 pm

reporter   ~0001132

Last edited: Oct 17, 2010 1:17 pm

Yes, if threat is just jumping out of nowhere then there's an issue.

The problem is, I can't see what's happened previously in the murder.sav and at the 21 minute mark a lot has already happened.

I've turtled up in a fresh load of murder.sav, watching the threat now....

Edit(1): One oddity I do see is that Rexdin (above the homesystem) is showing a green icon like it has been scouted, but on mouse-over it says "Never been scouted"

Moonshine Fox

Oct 17, 2010 1:15 pm

reporter   ~0001133

My problem isn't really with the threat itself or the incursions, but the fact that they're all so high marked at this early in the game. If they were simply Mk Is they would be much easily handled and even a newbie (or trash RTS player like me) would have an easier time surviving.

Dazio

Oct 17, 2010 1:21 pm

reporter   ~0001138

Last edited: Oct 17, 2010 1:23 pm

Ohhh, "Devourer golem at Rexadin" and a few second late threat jumps by about 15 or so.

This is maybe the Devourer golem cutting loose ships again and spiking the threat count?

As for the high mark issue, I just scouted Rexadin, it's a Mk IV planet right next to your homeworld.

Edit: And the trader also just came though. I'm thinking neutrals need a look, it looks like they might be activating AI ships which then proceed to come and attack the player.

Moonshine Fox

Oct 17, 2010 1:30 pm

reporter   ~0001142

*massive facepalm*

Apparently one of my ships got kidnapped into Rexdin and since normal fleetships aren't scouts, the planet was just marked as "explored" but doesn't have a mark sign on the galaxy map, so I was sure it was a Mk I.

Hm, okay now that things are starting to get a bit clearer, I'm getting more at ease with the situation. My previous statements applies though.

Dazio

Oct 17, 2010 1:32 pm

reporter   ~0001143

Ya, now that I'm playing longer, I'm seeing these threat spikes out of nowhere also.

Trying to track them down now.....

Moonshine Fox

Oct 17, 2010 1:38 pm

reporter   ~0001144

All the high level ships are coming from the Barkjer/Xishlo direction, both of which are Mk III and have AI Eyes on them.

Could these be the culprit?

Dazio

Oct 17, 2010 1:46 pm

reporter   ~0001147

Last edited: Oct 17, 2010 1:48 pm

Possibly.

Still playing turtle, I just had *guardians* attack me as if I'd aggro'd a new star system. I haven't scouted a new starsystem in 15+ minutes gametime and I certainly haven't attacked anything.

I tracked a lot of the threat from Revhasdin (up and left) which also has an Eye.

Edit: Whoops, alt-tabbed too much, just lost my command station. :/
Having said that, it's got to be either neutrals (trader/devourer/etc.) aggroing the AI or the new Eye structure is activating when it shouldn't.

Moonshine Fox

Oct 17, 2010 3:28 pm

reporter   ~0001157

Speaking of which, once I got my turtling up a bit I can now reliably protect my home system and have even claimed Zilar and Chaenanqa. The threat is still at the same levels, with occasional Mk II-Mk IVs visiting. But at this stage it's not a problem anymore.

Dazio

Oct 18, 2010 12:06 am

reporter   ~0001170

Okay, WTF?

Playing my own game now, not the murder.sav that is attached to this message I'm seeing this odd threat also.

Including a Mk V (five) guardian that just warped into my home planet.

I only control 4 planets and haven't come anywhere near either AI home system yet.

Chris_McElligottPark

Oct 18, 2010 10:16 pm

administrator   ~0001257

This was fixed in 3.718. It won't help all existing savegames, though it will help some of them.

SalientBlue

Oct 19, 2010 1:30 pm

reporter   ~0001311

Are we sure this is fixed? I played a game just now, and without ever scouting a planet I had about 80 threat in the first few minutes (difficulty 7.6). The first few ships to come in were mark I-II, but soon I had several mark IVs in system, too.

keith.lamothe

Oct 19, 2010 1:32 pm

administrator   ~0001312

SalientBlue, there's another fix in for 3.719 that isn't yet out:

Fixed bug where minor faction ships firing upon AI guardians (and other AI ships guarding a guard post) could lead to those AI ships turning into threat, by no fault of the human player.

Basically our dear friend the Devourer Golem was up to his old tricks.

Moonshine Fox

Oct 19, 2010 1:34 pm

reporter   ~0001313

Gotta love the Devourer :D

Issue History

Date Modified Username Field Change
Oct 14, 2010 7:44 am Moonshine Fox New Issue
Oct 14, 2010 7:44 am Moonshine Fox File Added: megathreat.sav
Oct 14, 2010 7:45 am Moonshine Fox File Added: AIWar 2010-10-14 13-14-41-47.png
Oct 14, 2010 7:46 am Moonshine Fox File Added: AIWar 2010-10-14 13-19-51-07.png
Oct 14, 2010 8:50 am Ixiohm Note Added: 0000817
Oct 14, 2010 9:02 am Moonshine Fox Note Added: 0000818
Oct 15, 2010 10:49 pm Chris_McElligottPark Note Added: 0000922
Oct 15, 2010 10:49 pm Chris_McElligottPark Status new => resolved
Oct 15, 2010 10:49 pm Chris_McElligottPark Fixed in Version => 3.715
Oct 15, 2010 10:49 pm Chris_McElligottPark Resolution open => fixed
Oct 15, 2010 10:49 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 16, 2010 5:56 am Moonshine Fox Note Added: 0000932
Oct 16, 2010 5:56 am Moonshine Fox Status resolved => feedback
Oct 16, 2010 5:56 am Moonshine Fox Resolution fixed => reopened
Oct 17, 2010 4:56 am Moonshine Fox Note Added: 0001086
Oct 17, 2010 4:56 am Moonshine Fox Status feedback => assigned
Oct 17, 2010 4:56 am Moonshine Fox File Added: Tobias.sav
Oct 17, 2010 4:57 am Moonshine Fox Note Edited: 0001086
Oct 17, 2010 10:56 am Moonshine Fox File Added: murder.sav
Oct 17, 2010 10:56 am Moonshine Fox Note Added: 0001099
Oct 17, 2010 12:26 pm Dazio Note Added: 0001106
Oct 17, 2010 12:29 pm Chris_McElligottPark Note Added: 0001107
Oct 17, 2010 12:36 pm Dazio Note Added: 0001113
Oct 17, 2010 12:39 pm Chris_McElligottPark Note Added: 0001115
Oct 17, 2010 12:45 pm Dazio Note Edited: 0001113
Oct 17, 2010 12:51 pm Dazio Note Edited: 0001113
Oct 17, 2010 1:01 pm Moonshine Fox Note Added: 0001129
Oct 17, 2010 1:02 pm Moonshine Fox Note Edited: 0001129
Oct 17, 2010 1:04 pm Dazio Note Added: 0001130
Oct 17, 2010 1:08 pm Moonshine Fox Note Added: 0001131
Oct 17, 2010 1:10 pm Dazio Note Edited: 0001130
Oct 17, 2010 1:11 pm Dazio Note Edited: 0001130
Oct 17, 2010 1:15 pm Dazio Note Added: 0001132
Oct 17, 2010 1:15 pm Moonshine Fox Note Added: 0001133
Oct 17, 2010 1:17 pm Dazio Note Edited: 0001132
Oct 17, 2010 1:21 pm Dazio Note Added: 0001138
Oct 17, 2010 1:23 pm Dazio Note Edited: 0001138
Oct 17, 2010 1:30 pm Moonshine Fox Note Added: 0001142
Oct 17, 2010 1:32 pm Dazio Note Added: 0001143
Oct 17, 2010 1:38 pm Moonshine Fox Note Added: 0001144
Oct 17, 2010 1:46 pm Dazio Note Added: 0001147
Oct 17, 2010 1:48 pm Dazio Note Edited: 0001147
Oct 17, 2010 3:28 pm Moonshine Fox Note Added: 0001157
Oct 18, 2010 12:06 am Dazio Note Added: 0001170
Oct 18, 2010 10:16 pm Chris_McElligottPark Note Added: 0001257
Oct 18, 2010 10:16 pm Chris_McElligottPark Status assigned => resolved
Oct 18, 2010 10:16 pm Chris_McElligottPark Fixed in Version 3.715 => 3.718
Oct 18, 2010 10:16 pm Chris_McElligottPark Resolution reopened => fixed
Oct 19, 2010 1:30 pm SalientBlue Note Added: 0001311
Oct 19, 2010 1:32 pm keith.lamothe Note Added: 0001312
Oct 19, 2010 1:34 pm Moonshine Fox Note Added: 0001313
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue