View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002577 | AI War 1 / Classic | Bug - Other | Jan 20, 2011 1:16 am | Jun 6, 2013 2:06 pm | |
Reporter | Ymihere | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.072 | ||||
Summary | 0002577: AI wave ships attacked and now they won't move | ||||
Description | So the AI sent a wave of Mirrors of about 2k and they entered the system and killed the orbital command station on the first planet. After the command station was killed they stopped moving completely. I sent in a small fleet of my ships and the mirrors fired back but they still wouldn't move. This is the second time I've played this game from an earlier save and the wave didn't freeze like this the first time. The ships are on the player planet that starts with an 'M'. EDIT: Added a new save file of before the wave spawned but after it was announced. EDIT2: Oops, that new file is not the correct one. It is from an earlier wave in the same game. Now I can't un-upload it. Anyway, I guess I don't have the right save file. My one question though based on my previous experience with loading saved games. If you loaded that save file, it is maybe 10-20 mins before the wave of Mirrors actually occurred. Would the Mirror wave still happen every time you loaded the game? Or would the AI make different actions? If the latter is true then, then I don't have a useful save for this issue. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0009243 | resolved | keith.lamothe | Threat is just... stopped |
related to | 0003825 | resolved | keith.lamothe | Enemy ships stop moving |
related to | 0010967 | resolved | keith.lamothe | AI units sometimes not moving into attack range |
related to | 0011787 | resolved | keith.lamothe | AI units with attack orders do nothing |
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This has happened to me too. Also this kind of ships don't fire at resistance ships. EDIT: Just saw that resistance ships have radar dampening that would explain why AI ships aren't firing back, but AI doesn't trey to engage them. |
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Ok, I loaded the save and the 2k-ish of mirrors promptly proceeded to go through the wormhole to attack the home command station. I took the opportunity to test some layered-ff-micro exploits. Do you have a save from before the wave spawned? (preferably after it was announced) |
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Had this happen too, but I only got a screenshot of it and wasn't sure what to make of it. |
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Yea, I don't think I'll be able to find this one without a reproducible case, which would probably be from a save after the announcement of the wave (so that the composition and destination is already determined) but before they spawn (so I can see how the real logic plays out rather than accidentally "jumpstarting" them with loading the save). |
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I'm not sure at the moment if I have a save that I can give you, but I will look when I can. That is weird that the ships started moving just as you loaded up the save though. |
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Yeah, it must be some property that doesn't get saved that would cause them to act this way, anyway. |
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In response to the question added to the OP: "My one question though based on my previous experience with loading saved games. If you loaded that save file, it is maybe 10-20 mins before the wave of Mirrors actually occurred. Would the Mirror wave still happen every time you loaded the game? Or would the AI make different actions? If the latter is true then, then I don't have a useful save for this issue." The composition and destination is basically unknowable until the announcement. A save from even 1 second before would almost certainly not produce exactly the same results. |
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The wave size will be approximately the same, but the unit composition would not. |
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Sorry to bump this old bug, however I saw this behavior and realized something. The ships that were targeting the command station when it got destroyed are the ones that get "stuck". Based on debug mode info, the AI is trying to send them to other planets, and is even giving them attack orders along the way, but they aren't moving. (The ones that are stuck also have a yellow border, I know that means something regarding their willingness to move through a wormhole, but I don't know what) Hope this info helps. EDIT: This stuck behaviour may or may not always happen, but when it does happen, it hits those ships that get hit by it are the ones that were attacking the command station when it got destroyed. EDIT2: I saw this happen in my own game, not the one posted here. |
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Yellow border is "attack move". Might have something to do with them having Dark Matter ammo, and trying to target something that's immune to dark matter? They'd be stuck in that position because attack move is defined loosely as "move until find target, pursue target until dead," so as long as they are stuck in attack move for going anywhere AND trying to target something with dark matter immunity, they won't move. Only thing I can really think of ATM for why they'd be doing this, but haven't seen any other bugs related to units getting stuck targeting something they can't hurt. |
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No, its not a Dark Mater thing, the last time I saw this, it was a bunch of bombers that ate a command station and just sat there. |
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I think while in debug mode, yellow border can have another meaning. Not sure though. EDIT: I say this because when I was not in debug mode, no yellow border. It only showed up when I went into it. |
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Regarding the definition of attack move, I have a few ideas about the causes of my situation. In my original example, there was absolutely nothing left on the planet where the AI fleet froze. By that, I mean that the Command Station was the last building to be killed on the planet. That may explain why the AI fleet froze one time and didn't freeze a different time, but in the same situation. I don't remember my game very well, though, so this might not be the case. |
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Shameless bump, as this has been going on a LONG time |
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To my knowledge (and Toranth's confirmation) this was fixed by 6.042 (probably 6.028) :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 20, 2011 1:16 am | Ymihere | New Issue | |
Jan 20, 2011 1:16 am | Ymihere | File Added: Frozen AI ships.sav | |
Jan 20, 2011 4:11 am | Shelly | Note Added: 0009322 | |
Jan 20, 2011 4:50 am | Shelly | Note Edited: 0009322 | |
Jan 21, 2011 1:27 pm | keith.lamothe | Note Added: 0009502 | |
Jan 21, 2011 1:27 pm | keith.lamothe | Assigned To | => keith.lamothe |
Jan 21, 2011 1:27 pm | keith.lamothe | Status | new => feedback |
Jan 21, 2011 4:23 pm | Draco18s | Note Added: 0009513 | |
Jan 21, 2011 4:30 pm | keith.lamothe | Note Added: 0009514 | |
Jan 21, 2011 4:37 pm | Ymihere | Note Added: 0009515 | |
Jan 21, 2011 4:37 pm | Ymihere | Status | feedback => assigned |
Jan 21, 2011 6:54 pm | Chris_McElligottPark | Note Added: 0009518 | |
Jan 22, 2011 12:51 am | Ymihere | File Added: Diff 8.sav | |
Jan 22, 2011 12:56 am | Ymihere | Description Updated | |
Jan 22, 2011 1:21 am | Ymihere | Description Updated | |
Jan 22, 2011 9:57 am | keith.lamothe | Note Added: 0009537 | |
Jan 22, 2011 11:03 am | Draco18s | Note Added: 0009542 | |
Jan 30, 2011 11:29 pm | TechSY730 | Note Added: 0009881 | |
Jan 30, 2011 11:32 pm | TechSY730 | Note Edited: 0009881 | |
Jan 31, 2011 12:06 am | Sunshine | Note Added: 0009882 | |
Jan 31, 2011 12:09 am | Draco18s | Note Added: 0009883 | |
Jan 31, 2011 12:13 am | TechSY730 | Note Edited: 0009881 | |
Jan 31, 2011 12:14 am | TechSY730 | Note Added: 0009884 | |
Jan 31, 2011 12:15 am | TechSY730 | Note Edited: 0009884 | |
Jan 31, 2011 12:43 am | Ymihere | Note Added: 0009885 | |
Sep 5, 2012 1:05 pm | TechSY730 | Relationship added | related to 0009243 |
Sep 5, 2012 1:18 pm | TechSY730 | Relationship added | related to 0003825 |
May 2, 2013 12:01 am | TechSY730 | Note Added: 0031552 | |
May 2, 2013 12:01 am | TechSY730 | Relationship added | related to 0010967 |
Jun 6, 2013 12:52 am | TechSY730 | Relationship added | related to 0011787 |
Jun 6, 2013 2:05 pm | keith.lamothe | Internal Weight | => New |
Jun 6, 2013 2:05 pm | keith.lamothe | Note Added: 0032814 | |
Jun 6, 2013 2:05 pm | keith.lamothe | Status | assigned => resolved |
Jun 6, 2013 2:05 pm | keith.lamothe | Resolution | open => fixed |