View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0001493 | AI War 1 / Classic | Bug - Other | Nov 20, 2010 1:16 am | Nov 24, 2010 9:08 am | |
Reporter | Winter Born | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0001493: This is probably a bug that the "last wave size" is being set from the counterattacks, when it should not be. | ||||
Description | Wave Sizes to large This is probably a bug that the "last wave size" is being set from the counterattacks, when it should not be. Can you mantis that? from http://www.arcengames.com/forums/index.php/topic,7676.msg64258.html#msg64258 | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
|
I started a game to test this, and can confirm. I can cough up some saves if they'd be useful. |
|
I'd say this is a major issue, since it tosses balance out the door. |
|
NP Moonshine. Unclean, a before/after set of saves would not hurt. Ty |
|
Looking at the code, I can't see what would cause this. If someone has a before save in particular, that would be really helpful. |
|
It may also be the case that 'last wave size' gets set higher than intended if the ships in the previous wave were "small fries" (microfighters, etc.), i.e. had a wave size multiplier. |
|
|
|
|
|
I uploaded two saves: One before I blow up a counterattack post, ("pre attack"), the second ("extra wave") after I blow it up and a wave gets declared. The standard 2000 cloaked ship counter attack, and the incoming 500 frigates right afterwards. Also, the wormholes in the system where my eyebots are seem to have two wormhole guard posts per wormhole for some reason. |
|
Nick, what you describe in your last post sounds like everything is working as intended. |
|
Aye, what Nick describes sounds as intended. The save I provided in the above forum post is unfortunately the only one I have of the incident. What bothered me with it wasn't the numbers themselves, but the odd numbering (way to not make sense). Waves were steadily at 250-300, usually bombers and chameleons with accompanying starships. Mk III Guardpost pops, announces a 1001 Deflector Drone wave at my home planet in 15 minutes. At roughly 3 minutes left, another 1001 wave gets announced, 1001 Deflector Drones also to my home planet, IN ADDITION to a 783 Bomber wave, also to my home planet. No wonder they hit my planet, it was the only one with a gate at the time. Both waves are normal wormhole waves with a 3 minute timer. Guardpost wave spawns, just a minute before the other two. It's comprised of roughly 50% Mk III fighters and chameleons (not Deflectors). The other two waves arrive simultaneously through the wormhole. Correctly 700+ bombers and over a thousand deflector drones. My station goes pop soon after. My issue with this are the two following waves. The counterwave is normal, expected (and tough), but why did I get 780 bomber and 1000+ Deflectors when every wave prior to this had been no more than 300 tops? (Granted, I had had "double waves" where I had a total of 600 ships, but still in two waves of 300 each.) |
|
Right -- Moonshine, what you were describing did indeed sound funky, but I don't see anything in the code that looks amiss. So if anyone comes up with a "before" save at some point in the future, that would be helpful, otherwise this might be some sort of fluke. Such as: are you sure there were no raid engines around that got triggered here, for instance? |
|
Yes, 95% sure. We scouted the surrounding planets very carefully. I've been known to miss such things earlier, but I'm almost completely sure there were no funky things nearby. The two "follow-up" waves came with roughly the same interval as earlier waves, so their _appearance_ as such wasn't strange, just their relative sizes compared to earlier waves. I will probably play a bit with either Sammy or King in the coming days/weeks (Yay free time!) so I'll be on the lookout for issues like these. |
|
Unclean has some saves he offered to upload earlier in this thread |
|
Okay, here are the saves from my test game. wave1.sav shows the first wave in the game, with 23 ships wave2.sav shows the counterattack wave at 960 ships wave3.sav shows the second normal wave which has strangely jumped to 1,001 ships For save 3 I had just killed the command station on an MKIV world to trigger the attack, so that also might have something to do with it. Anyways something is definitely off. I've been seeing the exact same thing Moonshine Fox has in my other game, with waves jumping to 1,001 early and staying there for the rest of the game. Only have an "after" save from that one, though. |
|
|
|
|
|
|
|
Should this be marked as high priority? This is pretty game breaking. |
|
Loading wave3.sav, the wave is actually of mkIV ships, and comes from deep space, so it really does think it is a counter-attack wave. |
|
Loading wave2.sav, once the 900+ counterattack wave is dealt with, the next wave was 30 ships + 1 starship. Are any of these saves (or another that could be posted) from before the announcement of an incorrectly sized wave? Once the wave is announced it's kind of "baked" into the save file and we can't diagnose its cause. |
|
Wow, sorry keith, there WAS a counterattack post on that world. That's embarrassing. Furthermore when I loaded up my regular game the wave counter that had been stuck on 1,001 for something like seven hours in 4.037 finally rolled over to 1,003 in 4.038, so this might have just been a fluke. |
|
NP :) If someone can get a reproducible case, let me know, but for now I'm marking this as resolved. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 20, 2010 1:16 am | Winter Born | New Issue | |
Nov 20, 2010 1:19 am | Winter Born | Severity | major => minor |
Nov 20, 2010 1:58 am | unclean | Note Added: 0004045 | |
Nov 20, 2010 3:42 am | Moonshine Fox | Note Added: 0004049 | |
Nov 20, 2010 3:42 am | Moonshine Fox | Severity | minor => major |
Nov 20, 2010 10:21 am | Winter Born | Note Added: 0004062 | |
Nov 20, 2010 11:22 am | Chris_McElligottPark | Note Added: 0004067 | |
Nov 20, 2010 11:22 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 20, 2010 11:22 am | Chris_McElligottPark | Status | new => acknowledged |
Nov 20, 2010 12:28 pm | NickAragua | Note Added: 0004073 | |
Nov 20, 2010 12:45 pm | NickAragua | File Added: Warp-Counterattack Post Extra Wave.sav | |
Nov 20, 2010 12:45 pm | NickAragua | File Added: Warp-Counterattack Post Pre Attack.sav | |
Nov 20, 2010 12:49 pm | NickAragua | Note Added: 0004074 | |
Nov 20, 2010 1:24 pm | Chris_McElligottPark | Note Added: 0004080 | |
Nov 20, 2010 1:46 pm | Moonshine Fox | Note Added: 0004086 | |
Nov 20, 2010 1:52 pm | Chris_McElligottPark | Note Added: 0004087 | |
Nov 20, 2010 2:08 pm | Moonshine Fox | Note Added: 0004091 | |
Nov 20, 2010 6:40 pm | Winter Born | Note Added: 0004124 | |
Nov 20, 2010 7:16 pm | unclean | Note Added: 0004125 | |
Nov 20, 2010 7:16 pm | unclean | File Added: wave1.sav | |
Nov 20, 2010 7:16 pm | unclean | File Added: wave2.sav | |
Nov 20, 2010 7:17 pm | unclean | File Added: wave3.sav | |
Nov 20, 2010 7:28 pm | unclean | Note Edited: 0004125 | |
Nov 20, 2010 7:31 pm | unclean | Note Edited: 0004125 | |
Nov 22, 2010 2:53 pm | TechSY730 | Note Added: 0004233 | |
Nov 22, 2010 2:54 pm | TechSY730 | Note Edited: 0004233 | |
Nov 22, 2010 2:54 pm | TechSY730 | Note Edited: 0004233 | |
Nov 22, 2010 3:09 pm | keith.lamothe | Note Added: 0004235 | |
Nov 22, 2010 3:15 pm | keith.lamothe | Note Added: 0004237 | |
Nov 22, 2010 3:15 pm | keith.lamothe | Status | acknowledged => feedback |
Nov 23, 2010 11:19 pm | unclean | Note Added: 0004362 | |
Nov 24, 2010 9:08 am | keith.lamothe | Note Added: 0004376 | |
Nov 24, 2010 9:08 am | keith.lamothe | Status | feedback => resolved |
Nov 24, 2010 9:08 am | keith.lamothe | Resolution | open => fixed |