View Issue Details

IDProjectCategoryLast Update
0020042AI War 2Bug - GameplayAug 30, 2018 11:28 am
ReporterRocketAssistedPuffin Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.762 Spreadshot 
Fixed in Version0.764 Mercenary Surge 
Summary0020042: Mercenaries don't seem to do anything when spawned
DescriptionI've created a few extra groups, and when testing them, neither they or the pre-existing ones will do anything.

Set to Attack behaviour, they'll just sit in the asteroid belt. I was expecting them to go attack stuff, on other planets as well.
TagsNo tags attached.

Activities

RocketAssistedPuffin

Aug 29, 2018 8:09 pm

reporter   ~0048560

Odd note: I tested the new groups again, and...two of them are indeed attacking an AI planet neighbouring. The rest are still idling though.

Chris_McElligottPark

Aug 29, 2018 8:51 pm

administrator   ~0048568

Badger, can you look at this, as you have better familiarity with this part of the code than I do?

Although... Puffin, actually, can you post any logs and error reports from your PlayerData folder? You might actually try clearing all those out, then test again, then upload the fresh logs from after that. I'm wondering if perhaps an exception is happening on a background thread and thus making these go braindead.

RocketAssistedPuffin

Aug 29, 2018 9:06 pm

reporter   ~0048572

Actually Chris, it seems to be a location spawning problem. They're starting to occasionally go off and fight, and the ones who don't seem to be stuck behind the asteroid belt. Picture and logs shortly.

RocketAssistedPuffin

Aug 29, 2018 9:11 pm

reporter   ~0048573

Here, logs and a picture. The rest of his group went off to fight, but he remained exactly where he is now.
StuckMerc.jpg (362,168 bytes)
ArcenDebugLog.txt (3,246 bytes)   
8/30/2018 2:06:26 AM	Current directory used: C:/Steam/steamapps/common/AI War 2/
Process Count = 0 so PlayerDataDirectory used: C:/Steam/steamapps/common/AI War 2/PlayerData/
8/30/2018 2:06:26 AM	No resolution change was required.
8/30/2018 2:06:26 AM	Applied graphics settings: 
AntialiasingMode:x2
UseSoftParticles:False
BillboardsFaceCameraPosition:False
AnisotropicMode:ForceEnable
TextureQuality:Full
8/30/2018 2:06:26 AM	Applied Framerate Type: 120 FPS (vsync: 0 targetFPS:120)
8/30/2018 2:06:37 AM	ArcenAssetBundleCache.InstantiatedObjects: 622
8/30/2018 2:06:38 AM	Game Version: 0.762
graphicsDeviceType in use: Direct3D11
graphicsDeviceVersion in use: Direct3D 11.0 [level 11.0]
graphicsMultiThreaded: False
graphicsShaderLevel: 50
operatingSystem: Windows 8.1  (6.3.0) 64bit
graphicsDeviceName: NVIDIA GeForce GTX 750 Ti
graphicsDeviceID: 4992
graphicsDeviceVendor: NVIDIA
graphicsDeviceVendorID: 4318
graphicsDeviceVersion: Direct3D 11.0 [level 11.0]
graphicsMemorySize: 1968
maxTextureSize: 16384
npotSupport: Full
processorType: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz
processorCount: 4
processorFrequency: 3193
systemMemorySize: 8144
supportsImageEffects: True
supportedRenderTargetCount: 8
supportsComputeShaders: True
supportsShadows: True
usesReversedZBuffer: True
8/30/2018 2:06:38 AM	12.9 seconds total load time.

SetDirectoriesToBeUsed (1.2s)
Calculate FInt Sqrt Arrays (0.3s)
LoadFinalSFXStuff (7.9s)
PlanetDefinitionTable (0.3s)
GameEntityTypeDataTable.InitVisualBits (1.2s)
SurrogateTableTable (0.3s)
8/30/2018 2:06:38 AM
Hello Steam user 'RocketAssistedPuffin'

  at System.Environment.get_StackTrace () [0x00000] in <f826c2584fc94ec19a48a6576640bdc5>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <4ad3f95e566948d79f3f508c8be56fe2>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <4ad3f95e566948d79f3f508c8be56fe2>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <4ad3f95e566948d79f3f508c8be56fe2>:0 
  at ArcenGameController.Update () [0x00000] in <842479ce6add45908b4aec5159717064>:0 

8/30/2018 2:06:39 AM	World Created, Launching Server
8/30/2018 2:06:39 AM	Welcome to the test generator

8/30/2018 2:06:39 AM	populate PlanetPoints list

8/30/2018 2:06:39 AM	I have created my points, now lets make the planets

8/30/2018 2:06:39 AM	Adding planet 0 at location 0,100

8/30/2018 2:06:39 AM	Adding planet 1 at location 500,0

8/30/2018 2:06:39 AM	Adding planet 2 at location 600,100

8/30/2018 2:06:39 AM	Adding planet 3 at location -100,-100

8/30/2018 2:06:39 AM	Adding planet 4 at location 0,-600

8/30/2018 2:06:39 AM	My galaxy has 6 planets. Return now

8/30/2018 2:06:39 AM	Successfully opened host socket
8/30/2018 2:08:14 AM	Unknown wave warning type <>
8/30/2018 2:08:14 AM	PlanWave: BUG: got invalid wave composition setting . Default to homogenous wave.
8/30/2018 2:10:12 AM	PLAYER DISCONNECTED 0.0.0.0=>0
ArcenDebugLog.txt (3,246 bytes)   

Chris_McElligottPark

Aug 29, 2018 10:16 pm

administrator   ~0048575

Humm, okay. How are you choosing where to spawn him?

BadgerBadger

Aug 29, 2018 10:30 pm

manager   ~0048577

Last edited: Aug 29, 2018 10:32 pm

Chris, your code doesn't actually let the user choose where to start. Check out the HandleClick in UI code. You don't ever allow the player to pass in the Spawn Location. In my code, if the SpawnLocation isn't passed in then it picks a random spot at the edge of the gravity well

RocketAssistedPuffin

Aug 30, 2018 4:55 am

reporter   ~0048580

Yes, I haven't see anything about spawning location.

Chris_McElligottPark

Aug 30, 2018 11:28 am

administrator   ~0048596

This should now be fixed:

* Mercenaries that spawn in now do so at 90% of the grav well radius instead of all the way on the border (being all the way on the border causes them to sometimes get stuck on the border).

In terms of the player not getting to specify a point for them to spawn... that was honestly kind of my intent, at least for the last while. My logic is as follows:

1) Overall I view this as a "please come help!" button rather than a construction button, and choosing where they go would be too construction-y.

2) I'm assuming that some mercenaries would have distinctive placement logic like building turrets around wormholes or the command station or whatever. Basically logic that is intelligent but driven by code and not the player.

3) If we let players start directly placing mercenary turrets and such, I feel like that can get overly powerful, and if it's with a batch of other stuff we still have just a vague placement area since the player doesn't place each merc unit. So it would be kind of a rabbit hole of players wanting more and more control, I predict.

4) I really like that this sort of panic button is very simple to use. Just push and pay. :)

Issue History

Date Modified Username Field Change
Aug 29, 2018 7:53 pm RocketAssistedPuffin New Issue
Aug 29, 2018 7:55 pm RocketAssistedPuffin Description Updated
Aug 29, 2018 8:09 pm RocketAssistedPuffin Note Added: 0048560
Aug 29, 2018 8:51 pm Chris_McElligottPark Note Added: 0048568
Aug 29, 2018 9:06 pm RocketAssistedPuffin Note Added: 0048572
Aug 29, 2018 9:11 pm RocketAssistedPuffin File Added: StuckMerc.jpg
Aug 29, 2018 9:11 pm RocketAssistedPuffin File Added: ArcenDebugLog.txt
Aug 29, 2018 9:11 pm RocketAssistedPuffin Note Added: 0048573
Aug 29, 2018 10:16 pm Chris_McElligottPark Note Added: 0048575
Aug 29, 2018 10:30 pm BadgerBadger Note Added: 0048577
Aug 29, 2018 10:32 pm BadgerBadger Note Edited: 0048577
Aug 30, 2018 4:55 am RocketAssistedPuffin Note Added: 0048580
Aug 30, 2018 11:28 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Aug 30, 2018 11:28 am Chris_McElligottPark Status new => resolved
Aug 30, 2018 11:28 am Chris_McElligottPark Resolution open => fixed
Aug 30, 2018 11:28 am Chris_McElligottPark Fixed in Version => 0.764 Mercenary Surge
Aug 30, 2018 11:28 am Chris_McElligottPark Note Added: 0048596