View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0026837 | AI War 2 | Bug - Gameplay | Apr 5, 2022 10:41 am | Apr 6, 2022 12:09 am | |
Reporter | Lord Of Nothing | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.011 Multiplayer Stability | ||||
Fixed in Version | 4.012 The Zeusathon | ||||
Summary | 0026837: Exowar units still behaving oddly, and possibly general threat as well. | ||||
Description | I attach 3 saves. If you load and run on from "quick" for a while, the giant exowar blob on the AI homeworld just sits there, as it has been doing for some time, despite being large enough that it would be able to threaten my defences while I am away. If you load and run on from "Defences Scrapped" for a while, the same thing will happen, despite my outer worlds now being ripe pickings, as I've scrapped my outer defences and most of my Spire and regular fleets. These two were the bug I was expecting to report. But there is also "Exowar Threatblob Stuck" When I load this save, the planetcracker on the AI homeworld almost immediately changes from being against me to being 'Not Against You' and being added to the Anti-Architrave threat, along with most of the rest of the threatblob (Almost all of it is added to anti-architrave fireteams, according to the debug, but not all of it gets the not after you flag). (It then continues to do nothing, even if I use scrub foes to end the civil war so the architraves are AI enemies again.) And then there's "Exowar Threatblob Stuck 2" When I load this save and let it run for a while, the AI scraps most of the threatblob on the homeworld, planetcracker included. This behaviour was consistent every time I loaded any of these saves. But then, when I closed the game and re-opened it, without restarting the computer, the behaviour in Exowar Threatblob Stuck 1 and 2 isn't consistent anymore, they still just sit there. The non-action bug is very consistent over the last few days of play, though. But then, if I Iet it run on for a little bit (3-4 in-game minutes at 500% or so), save again, and load the new save, I get odd behaviour again. And which odd behaviour is consistent for that save, until I close and re-open the game. | ||||
Tags | No tags attached. | ||||
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This is a regression from the Great Refactor. The Hunter Faction's MinFireteamStrength and MaxFireteamStrength numbers are extremely high and it's unclear why, when loading the Defenses Scrapped save. This means that the hunter is just sitting there thinking it's not strong enough to start attacking The code that updates those values was modified significantly in the refactor. |
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I've put in some code to let the hunter fleet activate itself here. I don't know the root cause of the problem though, so it's possible it may happen again. If it does then open a new ticket |
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Do you have an earlier save from that campaign? If you could play that forward you might be able to recreate the problem (the game will be placing data in the DebugLog.txt) |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 5, 2022 10:41 am | Lord Of Nothing | New Issue | |
Apr 5, 2022 10:41 am | Lord Of Nothing | File Added: quick.save | |
Apr 5, 2022 10:41 am | Lord Of Nothing | File Added: Defences Scrapped.save | |
Apr 5, 2022 10:41 am | Lord Of Nothing | File Added: Exowar Threatblob Stuck.save | |
Apr 5, 2022 10:41 am | Lord Of Nothing | File Added: Exowar Threatblob Stuck2.save | |
Apr 5, 2022 10:44 am | Lord Of Nothing | Description Updated | |
Apr 5, 2022 10:46 am | Lord Of Nothing | Description Updated | |
Apr 5, 2022 10:48 am | Lord Of Nothing | Description Updated | |
Apr 5, 2022 10:48 am | Lord Of Nothing | Description Updated | |
Apr 5, 2022 6:44 pm | BadgerBadger | Note Added: 0065790 | |
Apr 5, 2022 6:45 pm | BadgerBadger | Note Edited: 0065790 | |
Apr 5, 2022 10:01 pm | BadgerBadger | Assigned To | => BadgerBadger |
Apr 5, 2022 10:01 pm | BadgerBadger | Status | new => resolved |
Apr 5, 2022 10:01 pm | BadgerBadger | Resolution | open => fixed |
Apr 5, 2022 10:01 pm | BadgerBadger | Fixed in Version | => 4.012 The Zeusathon |
Apr 5, 2022 10:01 pm | BadgerBadger | Note Added: 0065796 | |
Apr 6, 2022 12:09 am | BadgerBadger | Note Added: 0065805 |