View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002430 | AI War 1 / Classic | Bug - Other | Jan 13, 2011 11:25 pm | Mar 12, 2011 2:47 am | |
Reporter | Vinraith | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.066 | ||||
Summary | 0002430: Mysterious influx of hostiles | ||||
Description | There's a steady flow of enemy ships into our territory. We were getting attacked by mark III guardians at a point in the game where no non-scout ship had even left our home systems. Something strange is going on here, though I'm having a hard time putting my finger on the cause. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0002434 | feedback | keith.lamothe | Unexplainable Hostiles in first fifteen minutes of a game |
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oops - sorry delete one of those saves. added a few (non duplicate) adv logs though |
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AIThreadWaveComputationLog.txt (11,931 bytes)
12/27/2010 11:58:14 PM (4.058) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 18:53:33 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 515 ; AITechLevel: 2 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1016 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 966.14 workingShips = Min(workingShips,Player.AIDifficulty * 10) :966.14 numberShips = workingShips.IntValue :966 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :483 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :483 12/27/2010 11:58:14 PM (4.058) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 18:53:33 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 515 ; AITechLevel: 2 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1016 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1027.16 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1027.16 numberShips = workingShips.IntValue :1027 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :513 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :513 12/28/2010 12:47:41 AM (4.058) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 19:26:25 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 538 ; AITechLevel: 2 ; WaveSize: 1.63 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1061.38 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1012.4 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1012.4 numberShips = workingShips.IntValue :1012 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :506 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :506 12/28/2010 12:47:41 AM (4.058) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 19:26:25 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 538 ; AITechLevel: 2 ; WaveSize: 1.63 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1061.38 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1154.66 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1154.66 numberShips = workingShips.IntValue :1154 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :577 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :577 1/1/2011 11:13:19 PM (4.059) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 26:08:10 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 850 ; AITechLevel: 3 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1676.89 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1557.76 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1557.76 numberShips = workingShips.IntValue :1557 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :778 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :778 1/1/2011 11:13:19 PM (4.059) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 26:08:10 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 850 ; AITechLevel: 3 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1676.89 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1797.26 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1797.26 numberShips = workingShips.IntValue :1797 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :898 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :898 1/3/2011 12:26:52 AM (4.059) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 26:42:14 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 776 ; AITechLevel: 3 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1530.91 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1578 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1578 numberShips = workingShips.IntValue :1577 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :788 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :788 1/3/2011 12:26:52 AM (4.059) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 26:42:14 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 776 ; AITechLevel: 3 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1530.91 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1506.24 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1506.24 numberShips = workingShips.IntValue :1506 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :753 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :753 1/3/2011 10:32:21 PM (4.059) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 27:16:18 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 789 ; AITechLevel: 3 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1556.55 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1262.04 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1262.04 numberShips = workingShips.IntValue :1262 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :631 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :631 1/3/2011 10:32:21 PM (4.059) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 27:16:18 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 789 ; AITechLevel: 3 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1556.55 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1449.01 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1449.01 numberShips = workingShips.IntValue :1449 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :724 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :724 1/3/2011 11:31:10 PM (4.059) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 27:16:18 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 789 ; AITechLevel: 3 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1556.55 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1260.52 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1260.52 numberShips = workingShips.IntValue :1260 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :630 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :630 1/3/2011 11:31:10 PM (4.059) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 27:16:18 ; Player.AIType: OneWayDoormaster ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 789 ; AITechLevel: 3 ; WaveSize: 1.69 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 1556.55 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 1571.75 workingShips = Min(workingShips,Player.AIDifficulty * 10) :1571.75 numberShips = workingShips.IntValue :1571 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :785 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :785 1/4/2011 11:44:45 PM (4.060) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 0:10:40 ; Player.AIType: NeinzulClusterBomber ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 17 ; AITechLevel: 1 ; WaveSize: 1 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 38 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 33.81 workingShips = Min(workingShips,Player.AIDifficulty * 10) :76 numberShips = workingShips.IntValue :75 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :37 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :37 1/4/2011 11:44:45 PM (4.060) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 0:10:40 ; Player.AIType: NeinzulClusterBomber ; Player.AIDifficulty: 7.6 ; AIProgressionLevel: 17 ; AITechLevel: 1 ; WaveSize: 1 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 38 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 40.88 workingShips = Min(workingShips,Player.AIDifficulty * 10) :76 numberShips = workingShips.IntValue :75 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :37 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :37 1/4/2011 11:45:15 PM (4.060) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 0:11:10 ; Player.AIType: ExtremeRaider ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 17 ; AITechLevel: 1 ; WaveSize: 1 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 33.54 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 30.01 workingShips = Min(workingShips,Player.AIDifficulty * 10) :73 numberShips = workingShips.IntValue :72 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :54 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :54 1/4/2011 11:45:15 PM (4.060) ----------------------------------- Starting CreateMixedWaveToPlanet at Game Time: 0:11:10 ; Player.AIType: ExtremeRaider ; Player.AIDifficulty: 7.3 ; AIProgressionLevel: 17 ; AITechLevel: 1 ; WaveSize: 1 aiTypeBasedAIPIncrement : 0 workingShips = ( ( AIProgressionLevel * Player.AIDifficulty ) / ( 11 - Player.AIDifficulty ) ) : 33.54 workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 29.01 workingShips = Min(workingShips,Player.AIDifficulty * 10) :73 numberShips = workingShips.IntValue :72 after AdjustNumberShipsFromAIType call (includes cap modifier), numberShips :54 numberTech123 = numberShips - numberDefensive - numberExplosive - numberCore :54 |
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Yea, I think this was the minor faction thing I just fixed. Optimistically marking resolved for 4.067 :) |
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Which minor faction? The only active ones we have are the trader and broken golems - hard, neither of which would seem to apply. |
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I'm checking the save now to see if I can confirm or deny. |
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I'm sending cap after cap of scouts mkI/II/III on auto explore, and threat is not going up (gradually going down, actually, I assume it's being munched somewhere). |
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Yeah, I can't seem to generate any threat with scouts. I don't understand where those guardians came from early on, though. I also don't understand the sheer volume of AI ships shuffling around this early in the game. Is that a product of a recent change? Possibly one of our AI types? Thanks for looking into this, regardless. |
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Yea, confusing. Anyway, you can rest easy knowing that in 4.067 you can just load it up and that threat will gradually dissipate (down to about 7, it seemed) even if you just sit around and build scouts all day ;) At least, that's what it did for me. |
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Would another save help? I have managed to backtrack this one mark four warp gate guardian that attacks me in the first fifteen minutes of the game. Almost to its point of origin. I may be able to get a little closer. The scouts do not seem to set free the mark three warp gate guardian in the system, so I'll try digging a little further back. I only have a few minutes since the autosave, however. Edit: and oh, from what I can tell, they come from the system "The Boss Is No More", but I can't get scouts there due to decloakers, and I didn't think to enable cheats in the lobby. That system is four hops from my homeworld, and two hops from the closest previously scouted system. Edit: or, perhaps I should make a new ticket since this one is marked resolved. Well, I'll check back tomorrow. And try the next update as well, once it hits, before submitting another ticket. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 13, 2011 11:25 pm | Vinraith | New Issue | |
Jan 13, 2011 11:25 pm | Vinraith | File Added: 20110113_scout_threat.sav | |
Jan 13, 2011 11:26 pm | Master Cylinder Pants | File Added: no mil to naos but gettin hate.sav | |
Jan 13, 2011 11:27 pm | Master Cylinder Pants | Note Added: 0008452 | |
Jan 13, 2011 11:27 pm | Master Cylinder Pants | File Added: MainThreadWaveComputationLog.txt | |
Jan 13, 2011 11:28 pm | Master Cylinder Pants | File Added: AIThreadWaveComputationLog.txt | |
Jan 13, 2011 11:33 pm | keith.lamothe | Note Added: 0008454 | |
Jan 13, 2011 11:33 pm | keith.lamothe | Status | new => resolved |
Jan 13, 2011 11:33 pm | keith.lamothe | Resolution | open => fixed |
Jan 13, 2011 11:33 pm | keith.lamothe | Assigned To | => keith.lamothe |
Jan 13, 2011 11:34 pm | Vinraith | Note Added: 0008455 | |
Jan 13, 2011 11:34 pm | keith.lamothe | Note Added: 0008456 | |
Jan 13, 2011 11:38 pm | keith.lamothe | Note Added: 0008457 | |
Jan 13, 2011 11:45 pm | Vinraith | Note Added: 0008458 | |
Jan 13, 2011 11:52 pm | keith.lamothe | Note Added: 0008459 | |
Jan 14, 2011 2:01 am | LordSloth | Note Added: 0008462 | |
Jan 14, 2011 2:02 am | LordSloth | Note Edited: 0008462 | |
Jan 14, 2011 2:31 am | LordSloth | Note Edited: 0008462 | |
Jan 14, 2011 2:33 am | LordSloth | Note Edited: 0008462 | |
Jan 14, 2011 2:34 am | LordSloth | Note Edited: 0008462 | |
Jan 14, 2011 1:44 pm | LordSloth | Relationship added | related to 0002434 |