View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024245 | AI War 2 | Bug - Gameplay | Dec 17, 2020 3:43 pm | Dec 21, 2020 2:23 pm | |
Reporter | Crabby | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.705 Clarity, Refinement, and Performance | ||||
Fixed in Version | 2.708 Mapgen For Multiplayer | ||||
Summary | 0024245: Super Fast Warden Fleet/CPA | ||||
Description | I've encountered instances when the warden fleet or the tsunami CPA go way faster than normal. I have a screenshot showing an AI ramifier frigate going well above its usual speed. I have another showing a molotov going very fast. Is this intentional design? Mind you, I'm fighting difficulty 8 AI's. Could very well have this "feature" for difficulty 10 AI's, that's for sure. If this is NOT intentional design, please fix. Thank you. | ||||
Tags | No tags attached. | ||||
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This has happened to me again. Here are more files. |
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Thanks! Same as the CPA thing: * Fixed up the CalculateSpeed() method on the CPA logic to handle a couple of thins: ** Firstly, we no longer base it on the CalculatedSpeed of each ship, because that can include a lot of temporary things like paralysis, or it can include things that are temporary boosts (like existing speed groups), or it can even be 0 if nothing has been calculated yet. *** It was possible in the prior code that if multiple speed groups were created in succession that included some ships that were all of one type, that the average speed would rise each time, eventually leading to truly absurdly high speeds. ** Secondly, we are now using 64bit math to calculate the average speed just in an abundance of caution, since if the speed group is large enough it could otherwise overflow and theoretically cause very strange results. We doubt this was happening, but it's nice to have in place. ** Lastly, when the "average speed plus a little" is fully calculated for a speed group with a CPA, it now makes sure that it is not higher than the maximum speed of any ships in the group. Previously, it was possible for a mono-type group to always get a boost of 1/9th their speed, plus 200 if the game was far enough in, plus up to 50 just for the sake of randomness. Now that will cap out at the actual speed of the ship type in question. ** We're guessing that this was the cause of the hyper-fast speed groups that a few people were seeing from CPAs, but it's hard to be sure. If this fixes it, then this simply means that the code for setting the overriding speed of speed groups was not working properly in the past, which is something we may have fixed recently. * In order to avoid having existing savegames with excessive speed group speeds running around, during the load off of disk it now checks the overriding speed limit against the max speed of all the ships in the group, and if the max speed is lower it sets that as the new speed group for that speed group. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 17, 2020 3:43 pm | Crabby | New Issue | |
Dec 17, 2020 3:43 pm | Crabby | File Added: Very Fast Warden.png | |
Dec 17, 2020 3:43 pm | Crabby | File Added: Very Fast CPA.png | |
Dec 17, 2020 3:43 pm | Crabby | File Added: Very Fast CPA.save | |
Dec 17, 2020 3:43 pm | Crabby | File Added: ArcenDebugLog.txt | |
Dec 19, 2020 8:37 pm | Crabby | File Added: Very Fast CPA V-Wing.png | |
Dec 19, 2020 8:37 pm | Crabby | File Added: ArcenDebugLog-2.txt | |
Dec 19, 2020 8:37 pm | Crabby | File Added: Too Fast.save | |
Dec 19, 2020 8:37 pm | Crabby | Note Added: 0060094 | |
Dec 21, 2020 2:23 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 21, 2020 2:23 pm | Chris_McElligottPark | Status | new => resolved |
Dec 21, 2020 2:23 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 21, 2020 2:23 pm | Chris_McElligottPark | Fixed in Version | => 2.708 Mapgen For Multiplayer |
Dec 21, 2020 2:23 pm | Chris_McElligottPark | Note Added: 0060123 |