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IDProjectCategoryLast Update
0023967AI War 2Gameplay IssueOct 14, 2020 8:07 pm
ReporterTechSY730 Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version2.612 Divide By Zero Hotfix 
Fixed in Version2.614 AI Turrets, Reserves, And More 
Summary0023967: AI spends on turret reinforcements too often
DescriptionWhile turret balls can be effective deterrents, I feel like the AI is reaching for them a bit too often. I'm sure this is cutting into budgets for mobile defenses and CPAs.
At the very least, the AI should noticably reduce the likelyhood spending on turrets for planets that have nothing of value on them or places distant from a wormhole/command station/datacenter
TagsNo tags attached.

Activities

ArnaudB

Oct 13, 2020 12:14 pm

manager   ~0059201

I agree. In general the reinforcement rate seems absolutely crazy.

We have deathball of 400-600 strength forming on CLEARED planets over 3 hours, on a difficulty 7. This is completely beyond the ability of most players to get through.

Sometimes it isn't even turrets, it's just spam of ships.

An Alerted AI Homeworld goes up by 300 strength in about 20-25min. That'll murder or completely block most players.

The overall rate is wayyy too high for difficulty 7, which is supposed to be "smart but economical weak" AI.
20201013180825_1.jpg (497,586 bytes)
20201013175410_1.jpg (513,535 bytes)

ArnaudB

Oct 13, 2020 12:33 pm

manager   ~0059203

Here are the saves made at various times. To better observe reinforcement rate, as asked by Chris on Discord.

Screenshot with modlist attached.
Lestallo.rar (2,393,957 bytes)
20201013183219_1.jpg (256,788 bytes)   
20201013183219_1.jpg (256,788 bytes)   

TechSY730

Oct 13, 2020 4:37 pm

reporter   ~0059210

@ArnaudB, do you mind posting a new bug for the overall reinforcement balance? The turret thing is not new, but the current shift in reinforcement balance is

Chris_McElligottPark

Oct 14, 2020 8:07 pm

administrator   ~0059228

Fixed this last build, but we had a new problem that is also now fixed:

* The reinforcements seem to have a math bug in them, so we put in extra detail and formatting in how we export them.

* Fixed a math bug in reinforcements that was basically "printing money" once the game really got going, and would let planets of the AI reinforce almost infinitely.
** We're not sure if this is fully a new bug, but it has certainly found new expression in the new reinforcement logic.
** This may have been an older bug that was somewhat suppressed by the old reinforcement logic, or it's a brand new typo, but because of how much code has changed it's hard to be sure.

* For the first time, we now have a way for the budgets of the AI to dump their details to log files. What we found was a bit surprising and definitely horrifying.
** First of all, for quite a long time, apparently the logic for partially-neutered planets has been horribly wrong.
*** If a planet was neutered down to 1 reinforcement point, then the budget would be 5% of usual, no problem.
*** If a planet had not lost any reinforcement points, then the budget would be 100% of usual, no problem.
*** If a planet had lost some reinforcement points, then the budget would... be multiplied by whatever the number of reinforcement points are.
**** So, you killed reinforcement points down to 4 left out of 7 original? Congrats, the cap is UP by 400%.
**** The correct number should have been 57% of normal, and now that works properly.
** Then there was a really harsh AIP multiplier that was being applied. It was adding far too much based on whatever the budget was, and larger budgets were more affected.
*** Now it only adds budget for each AIP above 100, which is softer to begin with, and then it also only adds it based on 10% of the current running total, rather than on the entire running total.
** Finally, there was a portion that was added based on time (number of 10 minute increments).
*** This was also too harsh. This is now based not on the running total of budget, but 1/10th of it, instead. Making this also a much gentler slope.
** None of these were new errors, but they were showing up now more because the reinforcement logic calling these budgets was so much more effective.
** Without these in place, AND with the above actually-charge-me-the-budget fix in place, now reinforcements happen at a rate we would expect.
** Thanks to ArnaudB and Crabby for the saves where we could verify it, and others also for reporting.

Issue History

Date Modified Username Field Change
Oct 13, 2020 12:00 pm TechSY730 New Issue
Oct 13, 2020 12:00 pm TechSY730 Description Updated
Oct 13, 2020 12:07 pm TechSY730 Description Updated
Oct 13, 2020 12:14 pm ArnaudB File Added: 20201013180825_1.jpg
Oct 13, 2020 12:14 pm ArnaudB File Added: 20201013175410_1.jpg
Oct 13, 2020 12:14 pm ArnaudB Note Added: 0059201
Oct 13, 2020 12:33 pm ArnaudB File Added: Lestallo.rar
Oct 13, 2020 12:33 pm ArnaudB File Added: 20201013183219_1.jpg
Oct 13, 2020 12:33 pm ArnaudB Note Added: 0059203
Oct 13, 2020 12:58 pm TechSY730 Description Updated
Oct 13, 2020 4:37 pm TechSY730 Note Added: 0059210
Oct 14, 2020 8:07 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 14, 2020 8:07 pm Chris_McElligottPark Status new => resolved
Oct 14, 2020 8:07 pm Chris_McElligottPark Resolution open => fixed
Oct 14, 2020 8:07 pm Chris_McElligottPark Fixed in Version => 2.614 AI Turrets, Reserves, And More
Oct 14, 2020 8:07 pm Chris_McElligottPark Note Added: 0059228