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IDProjectCategoryLast Update
0025090AI War 2Bug - GameplayJun 18, 2021 11:30 pm
ReporterSetsuna Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version3.003 Continuing To Refine 
Summary0025090: AIs not correctly loading into game - extreme games.
DescriptionThis can be done from the beginning, so no save file is included.

If you attempt to load a huge number of AI factions into the game (beyond 31 AI factions) the game will load them in, but some of them will get killed off upon game start.

The settings used are All AIs 10 Difficulty Jabberwock AI, with a 10 intensity Allied Nanocaust, Spire rebels, Scourge and Human Resistance Fighters. All relevant bars have been cranked to maximum - max seeding for all goodie types, ship types, you name it. AI civil war is on, and the alternate AIP gain for AI overlords mod is enabled.

Map used for these results is the spiral map type (centre point heading out), map size 160 planets (maximum) with a seed of 1. (For reproduction purposes)

Also note the galaxy type selected can variate these numbers +/-1. On some galaxy types, the tolerance levels are better or slightly worse.

At 32 AIs, the game will load all AIs in correctly on game start.

At 33+ AIs, the game will start killing off some of the AIs at 2s (just after load) This spontaenous murder is not linear.

At 33, 1 AI will be instantly killed, and put into chaos mode
34 will net 2, 36 will net 3. I believe 40 will net you 5 AIs killed.
At 50, 11 AIs will be murdered off.

Additionally none of these AIs will give the 10k science, 60 hacking points or the AIP gain when they die.

Attempting to load 51 AI factions will result in an allocation error and the game will not start and send you back to the game creation lobby.

In effect, the functional limit is 38 or 39 (Possibly 40 if you somehow find the right galaxy set but I have not found it) AI factions on the largest galaxy set at 160 maps.

Suggested fixes -

Fix the additional AIs dying off.
Implement a hard lock of somewhere below the maximum, and also implement limits for factions that can be added multiple times.
Place a warning if players go beyond some stupidly large enough number for the reasons seen below.

A i7 7700k/32GB/2070 (Not that it matters, due to the bottlenecking) will have this game running at 1-2% actual rate at said game at about the 5 hour mark
A Ryzen 5900x/32GB/2070 will get about 5-10% actual rate.
TagsNo tags attached.

Activities

BadgerBadger

May 27, 2021 10:52 am

manager   ~0061846

I'm not sure any fixes are required here? I don't think there's time for developers to chase weird corner cases like this.

Smidlee

May 28, 2021 5:52 am

reporter   ~0061860

I think Chris want this posted so he would limit the amount of AI (somewhere around a dozen) so not to hit the 255 faction limit. Chris said each AI is made up of 6 factions.

Setsuna

May 28, 2021 10:06 am

reporter   ~0061862

That and there's two reasons why it should be noted:

1. Guardrailing. Basically "We know the limits of the system so we don't let players suffer a REALLY bad gaming experience." so you'd give information as you approach the limits.

No one in their right minds should try this. It also helps for documenting for mods etc, mostly as a warning. aka - Don't EVER EVER DO THIS, We know what happens and it doesn't work in any even unreasonably fun fashion.

2. Possible effects that might have knock ons for Sandbox mode, where well, it's sandbox mode. You know, the mode where you'll try weird things for fun. We can guardrail for that too.

Chris_McElligottPark

Jun 18, 2021 11:30 pm

administrator   ~0062153

Fixed this a bit ago, limiting the total number of factions and the number of AIs so that this can't overflow in this way. Thanks!

Issue History

Date Modified Username Field Change
May 27, 2021 2:13 am Setsuna New Issue
May 27, 2021 10:52 am BadgerBadger Note Added: 0061846
May 28, 2021 5:52 am Smidlee Note Added: 0061860
May 28, 2021 10:06 am Setsuna Note Added: 0061862
Jun 18, 2021 11:30 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jun 18, 2021 11:30 pm Chris_McElligottPark Status new => resolved
Jun 18, 2021 11:30 pm Chris_McElligottPark Resolution open => fixed
Jun 18, 2021 11:30 pm Chris_McElligottPark Note Added: 0062153