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IDProjectCategoryLast Update
0001917AI War 1 / ClassicBug - OtherDec 15, 2010 8:16 pm
ReporterWingflier Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.046 
Summary0001917: AI CPA attacks still getting stuck on adjacent planets
DescriptionIt looks like the bug which causes units in CPA attacks to sit patiently outside an allied wormhole (making the enemy planet in question extremely hard to take) still exists.

I'm playing Cross-Planet Attack Mode and two times in my current game (before 40 minutes), the waves have been "stuck" on an adjacent enemy planet.

In the screenshots I attached, you can see the wave warning of 400 frigates, then witness them sitting on a planet adjacent to mine, doing nothing. There is also a planet in the top right that contains a ton of cloaked ships from where a previous warning was issued and never "came through". The planets where the bugged wave ships reside are circled in red.

If you look at planets Larwig and Bofallco, there's no way they can have that many ships (600+) 40 minutes into the game.
TagsNo tags attached.
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Wingflier

Dec 8, 2010 10:18 am

reporter  

AI War 1.PNG (1,277,139 bytes)

Wingflier

Dec 8, 2010 10:19 am

reporter  

AI War 2.PNG (1,161,084 bytes)

Wingflier

Dec 8, 2010 10:19 am

reporter  

AI War 3.PNG (1,081,580 bytes)

keith.lamothe

Dec 8, 2010 10:44 am

administrator   ~0005611

If you have a save, that would make it easier to tell whether this is actually a bug or just Chris's "wait until you have overwhelming force" logic.

Said logic has a more intense definition of "overwhelming force" on higher difficulties, btw.

Wingflier

Dec 8, 2010 10:59 am

reporter   ~0005614

I understand the AI is making the best decision by not attacking (as they would get slaughtered), but at the same time it's still a wave. The fact that I'm playing CPA shouldn't turn "waves" into massive border aggression from MKIV planets an hour into the game. Lemme upload that save.

keith.lamothe

Dec 8, 2010 11:04 am

administrator   ~0005615

Well, the thing is that it's not really a wave any more when you turn on CPW, it's just a bunch of AI ships spawned on an AI planet (as opposed to a bunch of AI ships spawned on a non-AI planet). The game has no way of remembering "this ship came from a cross-planet-wave" as opposed to any other AI ship that may have become free-to-attack, so this is what you get.

keith.lamothe

Dec 8, 2010 11:06 am

administrator   ~0005617

If I'm reading this right, the big problem is that the ships are piling up on a MkIV world and hitting the border aggression cap which is in turn _freeing mkIV ships_ to come after you rather than the tech level that's appropriate to the "waves" at the time.

That sounds more like it needs a fix to border aggression to free the lower-mark ships first, and/or probably to just not count "free" ships at all since they now pile up so much.

Wingflier

Dec 8, 2010 11:18 am

reporter   ~0005620

Yeah that would definitely be a step in the right direction :P

Chris_McElligottPark

Dec 8, 2010 11:26 am

administrator   ~0005621

Actually, border aggression should never be kicking in at all if there aren't too many ships in cold storage. Assuming that the wave ships aren't in cold storage, they shouldn't be having any effect on border aggression or barracks for that planet.

But, in terms of the behavior of them waiting until they have "overwhelming force," that's just how ships act now. When they do a "wave" into a planet, they're just dropped there in free/threat mode, and that's how free/threat ships act. Cross-Planet Waves is definitely a lot harder now with the recent AI changes.

But that stuff with triggering border aggression of mark IV stuff should not be happening, if it is.

Wingflier

Dec 8, 2010 11:59 am

reporter   ~0005628

Well now that I know that's what's supposed to be happening, I'll keep a close eye on the MKIII/IV planets to make sure I don't start getting hit by high-level border aggression for the next few hours. Other than that, I can't blame the AI for making the best decision and not throwing their lives away just because it would make things easier for me :D

Chris_McElligottPark

Dec 8, 2010 12:06 pm

administrator   ~0005629

Cool. Just let us know! :)

Varone

Dec 8, 2010 12:55 pm

reporter   ~0005641

I play with Cross Planet Waves too and i think it's working as intended.
Wingflier, just be careful not to move your forces away from friendly planets and cease to pay attention to those angry AI ships. They have a habit of coming for you when you least expect it!

Chris_McElligottPark

Dec 15, 2010 8:16 pm

administrator   ~0006275

Cool -- sounds like it's doing good, so marking as closed.

Issue History

Date Modified Username Field Change
Dec 8, 2010 10:18 am Wingflier New Issue
Dec 8, 2010 10:18 am Wingflier File Added: AI War 1.PNG
Dec 8, 2010 10:19 am Wingflier File Added: AI War 2.PNG
Dec 8, 2010 10:19 am Wingflier File Added: AI War 3.PNG
Dec 8, 2010 10:21 am Wingflier Description Updated
Dec 8, 2010 10:44 am keith.lamothe Note Added: 0005611
Dec 8, 2010 10:59 am Wingflier Note Added: 0005614
Dec 8, 2010 11:04 am keith.lamothe Note Added: 0005615
Dec 8, 2010 11:06 am keith.lamothe Note Added: 0005617
Dec 8, 2010 11:18 am Wingflier Note Added: 0005620
Dec 8, 2010 11:26 am Chris_McElligottPark Note Added: 0005621
Dec 8, 2010 11:59 am Wingflier Note Added: 0005628
Dec 8, 2010 12:06 pm Chris_McElligottPark Note Added: 0005629
Dec 8, 2010 12:06 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 8, 2010 12:06 pm Chris_McElligottPark Status new => feedback
Dec 8, 2010 12:55 pm Varone Note Added: 0005641
Dec 15, 2010 8:16 pm Chris_McElligottPark Note Added: 0006275
Dec 15, 2010 8:16 pm Chris_McElligottPark Status feedback => resolved
Dec 15, 2010 8:16 pm Chris_McElligottPark Resolution open => fixed