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IDProjectCategoryLast Update
0000049AI War 1 / ClassicBug - OtherOct 15, 2010 10:40 pm
Reporterthemachineissentient Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Fixed in Version3.709 
Summary0000049: 3.189 low AI ship counts
Descriptionhttp://www.arcengames.com/forums/index.php/topic,6892.0.html

Note this issue is very involved, there are pictures and save files at the link. I'm only posting the first couple replies.

Well I found another oddity. Our current game is about 30 hours in, and we own about 46% of the map. I went to go look at the map as we finally cleared out the NW section, and to my surprise, I found the AI only had 8-9k ships left. The 2 systems we have border aggression with have only a couple barracks in them, but the rest of the system, or the other 54% of the map, is a skeleton crew. I know you lowered the ship caps to reduce the grind, and up performance a bit, which it has for the most part, but I do fear that this will be a cakewalk. The last few systems we had to take were severely easy to take care of, and the only real challenge left is the Counterwaves, which still provide quite a challenge, even with the AI only having 9k ships. We haven't seen a CPA in like 7 hours now, and the last one we did, I'm not even sure it actually hit us. It sent us 11k ships, but truthfully, I don't remember seeing anything other then a little border aggression hitting, and our threat going back down to 200 or so. I have attached a screenshot, and the save so you guys can take a look into this. I imagine this isn't the way the AI is supposed to behave.


As a side note, we did test the new homeworlds, and in this state they are a breeze. Our ships, (about 3000 or so each) pretty much walked into the homeworld, and took care of business like we were playing with a lower AI. The new guardposts were cool, and they did mess our ships up a little, but we walked out of the homeworld, with it all cleared, and still had about 2000 ships each. Thought I should add that.

Did some farther testing on the CPA thing that is tied to this issue. We had a CPA of over 12k ships, and the threat only went up 1337. Apparently the AI wants to be leet.

Attached is 2 screenies, along with the save 15 seconds before the CPA hits. Hope this helps.

I hadn't seen this -- thanks for the PM -- but I'm not sure what would cause this. Right now we're not in a position where we can easily investigate it, and it doesn't seem to be something more widespread (that I know of), so I think there is something wonky in this specific savegame unless others believe otherwise. This is something we'd be better able to investigate after the porting is complete, but from the look of it it's going to be a long slog to track this down, anyway.

It's entirely possible that something about the settings on this one are causing the low ship counts. With the CPA being too small, that could validly happen if the ship counts are that low for the AI, so I'm not overly worried about that -- the main concern is the low ship count, and the CPA thing is probably downstream from it.

This could be related to the AI types, or something along those lines. If the current versions are proving too easy with the current balance, I'd suggest the hybrid hives or just cranking up the difficulty a bit temporarily. Normally I'd be right on top of this immediately, but we're in one of those situations right now where it's very difficult to do anything aside from the porting without slowing down the entire process as a result. Once we're out of the porting initial process where that's in beta, we'll be in major bug-hunting overdrive anyway, but that's about two weeks out.

Granted, part of my reaction to this is based on the fact that it seems so isolated to you at the moment. I know there are a lot of people playing with the new versions, and I've been playing it myself, and this hasn't been an issue elsewhere that I'm aware of. So I'm assuming for the moment that this is some sort of niche confluence of events in this specific savegame. If it turns out to be more widespread, then we might have to investigate it sooner or later, delays to the porting or no.

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Chris_McElligottPark

Oct 4, 2010 4:39 pm

administrator   ~0000297

Can anyone give more feedback on this in the 3.700+ versions?

Chris_McElligottPark

Oct 15, 2010 10:40 pm

administrator   ~0000921

This is most definitely resolved, especially with the turret rebalance, etc.

Issue History

Date Modified Username Field Change
Oct 2, 2010 10:37 pm themachineissentient New Issue
Oct 4, 2010 4:39 pm Chris_McElligottPark Note Added: 0000297
Oct 4, 2010 4:39 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 4, 2010 4:39 pm Chris_McElligottPark Status new => feedback
Oct 15, 2010 10:40 pm Chris_McElligottPark Note Added: 0000921
Oct 15, 2010 10:40 pm Chris_McElligottPark Status feedback => resolved
Oct 15, 2010 10:40 pm Chris_McElligottPark Fixed in Version => 3.709
Oct 15, 2010 10:40 pm Chris_McElligottPark Resolution open => fixed