View Issue Details

IDProjectCategoryLast Update
0020892AI War 2[All Projects] Gameplay IssueJan 22, 2019 2:45 pm
ReporterOvalcircleAssigned ToBadgerBadger 
Severityminor 
Status resolvedResolutionfixed 
Product Version0.809 Divide By Human 
Fixed in Version0.810 Brace for Cross Planet Attack 
Summary0020892: Friendly Marauders being dumb
DescriptionI 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.
TagsNo tags attached.

Activities

Ovalcircle

Jan 20, 2019 5:45 pm

reporter  

Dumb Marauders.save (800,798 bytes)
Dumb Marauders.savemet (58 bytes)

RocketAssistedPuffin

Jan 20, 2019 6:06 pm

developer   ~0050734

Last edited: Jan 20, 2019 7:17 pm

View 4 revisions

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.

RocketAssistedPuffin

Jan 20, 2019 7:22 pm

developer   ~0050735

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.

Intensity10Marauder.txt (745,144 bytes)
Intensity5Marauder.txt (1,646,750 bytes)

BadgerBadger

Jan 20, 2019 10:51 pm

manager   ~0050736

Yeah, I made the marauders much more willing to attack at higher intensity; presumably there's a bug someplace in there.

BadgerBadger

Jan 22, 2019 1:55 pm

manager   ~0050738

Last edited: Jan 22, 2019 2:00 pm

View 2 revisions

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 &&

RocketAssistedPuffin

Jan 22, 2019 2:45 pm

developer   ~0050739

Fixed!

Issue History

Date Modified Username Field Change
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 View Revisions
Jan 20, 2019 6:49 pm RocketAssistedPuffin Note Edited: 0050734 View Revisions
Jan 20, 2019 7:17 pm RocketAssistedPuffin Note Edited: 0050734 View Revisions
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 View Revisions
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