Author Topic: Fallen Spire Endgame bugs (and ++?)  (Read 1973 times)

Offline swizzlewizzle

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Fallen Spire Endgame bugs (and ++?)
« on: March 31, 2014, 02:58:26 pm »
Hello, I just finished waiting for the endgame tranciever followed by the massive spire fleet coming out. However, they just lag my computer to crap and sit on my homeworld without doing anything else. Do I need to wait XXX more minutes for them to actually move out of my home system or are they going to sit there forever? Literally so many spawn that I run at about 1/3 normal speed :(

Also.. I noticed that with the neirzul enclaves minor faction, over the course of the game they kept stacking themselves on my home world... leading to a stack of 99 of them after awhile which pretty much annihilated any AI ships < H/K's

Would really like to resolve these two problems with the allied AI so I can complete my first win..

Offline keith.lamothe

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Re: Fallen Spire Endgame bugs (and ++?)
« Reply #1 on: March 31, 2014, 03:09:28 pm »
Sorry about the inconvenience.  The imperial fleets should move out promptly.  I'll need a save to debug why they're not; can you post one? :)

On the enclaves stacking on your homeworld is one of their behaviors, if there's no forward position they think is more suitable.
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Offline swizzlewizzle

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Re: Fallen Spire Endgame bugs (and ++?)
« Reply #2 on: March 31, 2014, 09:32:38 pm »
Keith thanks for the fast reply. Yea, I also thought the default behavior would be to move out immediately but they didn't feel like doing that. :)

Save file is attached.

Offline swizzlewizzle

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Re: Fallen Spire Endgame bugs (and ++?)
« Reply #3 on: March 31, 2014, 10:18:00 pm »
Think I fixed it.. on reloading the save I immediately scouted the last AI homeworld (it wasn't scouted...). I'm not sure if it was the reload or the scout but they ALL decided to move out together... so now there are 3000+ spire cruisers etc.. going to give the AI homeworld a beating..... O_O

Edit: To be fair... they didn't really ALL decide to move out together.. more like.. a few of them were like "Yea lets go charge the homeworld" and then the majority were like "naw lets just move one or two systems around and backtrack a bit, just to be sure"

It would be nice to give the imperial fleet a bit better AI like the AI uses rushing to the home planet and blowing stuff up quickly along the way. :)

Edit Edit: It seems after a little while, the AI ships start stacking up at the homeworld like before.. hrmm

Edit Edit Edit: Yea.. it looks like we forgot to give them a map when they warped in.. they basically are randomly going in directions.. so there are the same (or more) dreads/bbs in my core 100% safe worlds as there are attacking enemy planets O_O
« Last Edit: March 31, 2014, 10:33:57 pm by swizzlewizzle »

Offline keith.lamothe

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Re: Fallen Spire Endgame bugs (and ++?)
« Reply #4 on: April 01, 2014, 09:35:00 am »
Odd.  I did pretty extensive testing with them in the past and they move out rapidly and effectively.  But it's been a while, I suppose.

Won't have a chance to crack open the save until later, but just checking: is it before the first imperial spawn or after?  One of both is preferable, but the one from before the spawn is most important for debugging.

Edit: btw, what it does is:
- spawn a BB-led fleet to cover your homeworld (for each homeworld, if more than one, iirc)
- spawn a BB-led fleet to cover each spire city on the map
- spawn a SD-led fleet to bumrush each AI homeworld
- spawn a number of DN-led fleets (and more over time), each of which basically says "if I'm not currently killing an AI planet, find the nearest one that isn't already accounted for and go kill it"

So if there's a lot of them it may look more disorganized than it is.  It's also possible that logic is borked, too, but it used to work :)
« Last Edit: April 01, 2014, 09:39:06 am by keith.lamothe »
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Offline swizzlewizzle

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Re: Fallen Spire Endgame bugs (and ++?)
« Reply #5 on: April 01, 2014, 09:53:46 am »
The save I posted is ~ 5 minutes after the spawn, when I have a sea of imperial on my homeworld. They didn't leave the homeworld *at all* until up to that point (except for a single cruiser that left).

Here attached is a save from before the spawn.. it's kind of a ways back though... when I just got the galactic capitol up.. not sure how useful it is :/

Offline keith.lamothe

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Re: Fallen Spire Endgame bugs (and ++?)
« Reply #6 on: April 01, 2014, 09:55:55 am »
Further back than I'd prefer, but it's a lot better than nothing :)  Just trying to reproduce it myself from a fresh gamestate, while possible, often fails to include whatever critical wrinkle caused whatever strangeness.
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Offline keith.lamothe

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Re: Fallen Spire Endgame bugs (and ++?)
« Reply #7 on: April 02, 2014, 09:23:04 pm »
Ok, got from your before-save to the transceiver being constructed and while the game did lag under the hundreds and hundreds of imperial ships (it's a bit... overkill ;) ), they moved without delay and achieved victory 12 minutes after their first spawn.  I didn't even need to scout that one closer AI HW, they killed it just fine.

Anyway, if you see this again and have a save before the first spawn where if you load from that save they spawn and then sit around, pleas send it my way :)  For this case it's possible that some of my changes since the last public version have improved their logic, though I don't think it would have changed much.
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Offline swizzlewizzle

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Re: Fallen Spire Endgame bugs (and ++?)
« Reply #8 on: April 03, 2014, 10:10:04 pm »
Ok. Next time I start on the transceiver i'll make sure to grab a save right before as well as after. ;)