View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020892 | AI War 2 | Gameplay Issue | Jan 20, 2019 5:45 pm | Jan 22, 2019 2:45 pm | |
Reporter | Ovalcircle | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.809 Divide By Human | ||||
Fixed in Version | 0.810 Brace for Cross Planet Attack | ||||
Summary | 0020892: Friendly Marauders being dumb | ||||
Description | I cleared out 2 planets (not including my homeworld) and the Marauders randomly attack planets throughout the galaxy. They even attacked the AI homeworld. One group showed up at complete random and established a base on one of my cleared worlds. Just set the speed to x10 (if it isn't already set to that) and watch. | ||||
Tags | No tags attached. | ||||
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Been noticing this as well, but couldn't find anything to do with it. It's not just friendly ones either - hostile to all will do it as well. Just constant attacks with really bad strength, sometimes sending one Guardian against a fortified world. I'll take a more indepth look sometime. EDIT: Like now! Thanks for the extra save incidentally. EDIT 2: Having them at Intensity 5 seemingly has them work as normal, only attacking what it could feasibly take. If you set it to higher values, it'll do the mentioned behaviour of relentlessly attacking random planets, even if it hasn't got any hope in winning. It says stuff like this: 1/21/2019 12:04:13 AM HumanMarauders LongRangePlanning trace begins for marauder faction 11Rabin is eligible, combined outnumbered path. Total enemy strength: 8017 allied strength 0 self strength 0 marauder budget: 382.5 braveness 1.099853515625 minBudgetForAttack 300 Constantly. Just at random the log shows it reporting seemingly every planet as eligible targets. |
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Logs attached of Intensity 5 and 10. You can see the Intensity 10 log is much wider than Intensity 5, because it seemingly picks dozens of targets, while Intensity 5 does only one. Guessing it's the "Can we interrupt this battle between two other factions?" logic - as that from the code seems to activate at higher intensities - 5 is too low for any of it. |
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Yeah, I made the marauders much more willing to attack at higher intensity; presumably there's a bug someplace in there. |
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I see what I did wrong. I calculate "planet controller strength" and "enemy strength", to check if the controller's forces are in combat with an enemy. But I used enemy relative to the marauders, not relative to the controllers. The fix is hopefully this int enemyStrength = pFaction.DataByStance[FactionStance.Hostile].TotalStrength; int alliedStrength = pFaction.DataByStance[FactionStance.Friendly].TotalStrength + pFaction.DataByStance[FactionStance.Self].TotalStrength; int selfStrength = pFaction.DataByStance[FactionStance.Self].TotalStrength; int controllerStrength = planet.GetControllingPlanetFaction().DataByStance[FactionStance.Self].TotalStrength; int controllersEnemiesStrength = planet.GetControllingPlanetFaction().DataByStance[FactionStance.Hostile].TotalStrength; <=== add this line ... } if( Math.Abs(controllerStrength - enemyStrength) < myAndAlliedForces && <==== Change this line to if( Math.Abs(controllerStrength - controllersEnemiesStrength) < myAndAlliedForces && |
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Fixed! |
Date Modified | Username | Field | Change |
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Jan 20, 2019 5:45 pm | Ovalcircle | New Issue | |
Jan 20, 2019 5:45 pm | Ovalcircle | File Added: Dumb Marauders.savemet | |
Jan 20, 2019 5:45 pm | Ovalcircle | File Added: Dumb Marauders.save | |
Jan 20, 2019 6:06 pm | RocketAssistedPuffin | Note Added: 0050734 | |
Jan 20, 2019 6:14 pm | RocketAssistedPuffin | Note Edited: 0050734 | |
Jan 20, 2019 6:49 pm | RocketAssistedPuffin | Note Edited: 0050734 | |
Jan 20, 2019 7:17 pm | RocketAssistedPuffin | Note Edited: 0050734 | |
Jan 20, 2019 7:22 pm | RocketAssistedPuffin | File Added: Intensity5Marauder.txt | |
Jan 20, 2019 7:22 pm | RocketAssistedPuffin | File Added: Intensity10Marauder.txt | |
Jan 20, 2019 7:22 pm | RocketAssistedPuffin | Note Added: 0050735 | |
Jan 20, 2019 10:51 pm | BadgerBadger | Note Added: 0050736 | |
Jan 20, 2019 10:51 pm | BadgerBadger | Assigned To | => BadgerBadger |
Jan 20, 2019 10:51 pm | BadgerBadger | Status | new => assigned |
Jan 22, 2019 1:55 pm | BadgerBadger | Note Added: 0050738 | |
Jan 22, 2019 2:00 pm | BadgerBadger | Note Edited: 0050738 | |
Jan 22, 2019 2:45 pm | RocketAssistedPuffin | Status | assigned => resolved |
Jan 22, 2019 2:45 pm | RocketAssistedPuffin | Resolution | open => fixed |
Jan 22, 2019 2:45 pm | RocketAssistedPuffin | Fixed in Version | => 0.810 Brace for Cross Planet Attack |
Jan 22, 2019 2:45 pm | RocketAssistedPuffin | Note Added: 0050739 |