View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0019602||AI War 2||[All Projects] Bug - Gameplay||Apr 24, 2018 10:40 pm||Apr 25, 2018 12:25 pm|
|Product Version||0.721-0.722 Down The Wormhole|
|Fixed in Version||0.740 Clean Up That Nebula, Young Man!|
|Summary||0019602: Marauders disappearing as soon as they spawn|
|Description|| Copy and paste from https://forums.arcengames.com/ai-war-ii/ai-war-2-v0-722-released!-'down-the-wormhole'/msg218713/#msg218713 |
"""""""I decided to put marauders on. I started attacking the planet next to my home-world (lets call it planet 2) when it said "Marauders are attacking Planet 2". Alright, I wait for a bit and nothing happens. Right after that, I get "Marauders are attacking (home-world planet name)". Alright, i wait a little while. Nothing again. Not sure what's up. I don't have a save during this, but I'll see if I can replicate it within the hour.
Edit: Got it. Observed what was happening and will be uploading a save to Mantis now."""""""""
""""""= the original quote
Basically, the marauders are despawning as soon as they spawn in. Got screenshots and a save. It turns out that the marauders are spawning in as allies and warping away.
As for the save, just wait a few seconds for the bug to happen.
Please excuse my butchering of Marauders in the save-file name.
|Tags||No tags attached.|
Apr 24, 2018 10:44 pm
Maurauder bug 1 .jpg (146,752 bytes)
Maurauder bug 1 .jpg (146,752 bytes)maurarder test.save (1,978,856 bytes)
Maurauder bug 2 .jpg (142,898 bytes)
Maurauder bug 2 .jpg (142,898 bytes)
Technically the problem is a bit different. The Marauders don't seem to be able to detect what the human defenses are.
I iterate over all the planets and check the following
Planet planet = galaxy.Planets[i];
PlanetFaction controllingFaction = planet.GetPlanetFactionForFaction( planet.GetControllingFaction() );
FInt hostileTotalStrength = planet.GetPlanetFactionForFaction( faction ).DataByStance[FactionStance.Hostile].TotalStrength;
if(controllingFaction.Faction.Type == FactionType.Player && hostileTotalStrength < this.Data.Budget * this.Data.Braveness_Constant )
//This planet is a valid target because it's owned by the player and the hostile strength (aka the human defenders) are less than the budget available to the marauders
//unfortunately the hostileTotalStrength always seems to think that it's 0 and I don't know why
I need to figure out what's going on.
||Fixed some dumb bugs on my part. Thanks for the bug report|
||Badger, I wonder if the "disappearing as soon as they spawn" bit might also be related to what the nanocaust stuff is doing? Appear, fire off a shot, disappear. Suddenly there are nanocaust ships on the other planet, unexpectedly.|
||Completely unrelated. This bug was because I had messed up the logic in figuring out which planets marauders should attack, and also the conditions under which the marauders should leave. These were just dumb mistakes in basic functionality. The Nanocaust stuff is a much more complex and interesting bug, which is conveniently not in the Nanocaust code ;-)|
|Apr 24, 2018 10:40 pm||Ovalcircle||New Issue|
|Apr 24, 2018 10:40 pm||Ovalcircle||File Added: maurarder test.save|
|Apr 24, 2018 10:40 pm||Ovalcircle||File Added: Maurauder bug (1).jpg|
|Apr 24, 2018 10:40 pm||Ovalcircle||File Added: Maurauder bug (2).jpg|
|Apr 24, 2018 10:41 pm||Ovalcircle||Description Updated||View Revisions|
|Apr 24, 2018 10:43 pm||Ovalcircle||File Deleted: Maurauder bug (2).jpg|
|Apr 24, 2018 10:43 pm||Ovalcircle||File Deleted: Maurauder bug (1).jpg|
|Apr 24, 2018 10:43 pm||Ovalcircle||File Deleted: maurarder test.save|
|Apr 24, 2018 10:44 pm||Ovalcircle||File Added: Maurauder bug 1 .jpg|
|Apr 24, 2018 10:44 pm||Ovalcircle||File Added: Maurauder bug 2 .jpg|
|Apr 24, 2018 10:44 pm||Ovalcircle||File Added: maurarder test.save|
|Apr 24, 2018 11:17 pm||BadgerBadger||Note Added: 0047449|
|Apr 24, 2018 11:58 pm||BadgerBadger||Assigned To||=> BadgerBadger|
|Apr 24, 2018 11:58 pm||BadgerBadger||Status||new => closed|
|Apr 24, 2018 11:58 pm||BadgerBadger||Resolution||open => fixed|
|Apr 24, 2018 11:58 pm||BadgerBadger||Fixed in Version||=> 0.740 Clean Up That Nebula, Young Man!|
|Apr 24, 2018 11:58 pm||BadgerBadger||Note Added: 0047450|
|Apr 25, 2018 12:08 am||Ovalcircle||Note Added: 0047451|
|Apr 25, 2018 12:03 pm||x4000Bughunter||Note Added: 0047458|
|Apr 25, 2018 12:15 pm||BadgerBadger||Note Added: 0047460|
|Apr 25, 2018 12:25 pm||x4000Bughunter||Note Added: 0047463|