Author Topic: Interesting End Game Hacking Behavior  (Read 1544 times)

Offline DelphiAegis

  • Newbie
  • *
  • Posts: 2
Interesting End Game Hacking Behavior
« on: July 13, 2014, 10:56:12 pm »
Running version 7.045:

Apparently there is a behavior where if a Design Backup server is destroyed (Rather than hacked/corrupted), the design it held will be transferred to another server somewhere else in the galaxy.

So, 3/4 of the way through the game, I hacked a server and downloaded 6 (!!!) separate blueprints for ships. My hacking progress was around ~200, my cost to hack was 253.13. Finishing the hack on this server gave me three separate messages, one telling me I got 3 blueprints, the second with 2, and the last with the final blueprint downloaded. However, all six blueprints were "counted" as downloaded for the hacking progress, making my new requirement for downloading a blueprint 2883 (!!!) and giving me a new hacking progress of -5000 or so.

After clearing one or two more planets, I found the final design backup server. However, attempting to hack this with such high negative values the AI tried to do literally everything it could about six to 15 times over in response to hacking. I.E.: It summoned 6-7 exogalactic waves, reprisal waves AND tachyon radiation on the hacked planet, all at once. Needless to say, this locked the game quite hard. It was funny, though!

Offline DelphiAegis

  • Newbie
  • *
  • Posts: 2
Re: Interesting End Game Hacking Behavior
« Reply #1 on: July 13, 2014, 11:11:03 pm »
To clarify what I mean, I'll give an example with math. I was laughing too hard at the super waves dropped on me, and I'm better now.

Lets say you have 100 hacking progress. You have not hacked a design backup server, so it costs 50 progress to download a design. This particular backup server has three (3) blueprints. Upon finishing the hack, you will be charged 50 progress for the first design, 75 for the second and 112.5 for the third, leaving you at -137.5 hacking progress (Or just -137/8 due to rounding). Using this to gain absurd levels of negative hacking progress all at once, and then initiating another hack will spawn so many ships even on a single player campaign as to run the game out of memory straight up.

Offline Gemzo

  • Full Member
  • ***
  • Posts: 137
Re: Interesting End Game Hacking Behavior
« Reply #2 on: July 14, 2014, 05:14:32 am »
Well, now someone has to fight an Everything AI and see how big of a negative HaP they can get with this...and then see if they can keep their game running long enough to witness the carnage.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Interesting End Game Hacking Behavior
« Reply #3 on: July 14, 2014, 01:22:07 pm »
Well, now someone has to fight an Everything AI and see how big of a negative HaP they can get with this...and then see if they can keep their game running long enough to witness the carnage.

Combine with What Memo

Offline Toranth

  • Hero Member Mark III
  • *****
  • Posts: 1,244
Re: Interesting End Game Hacking Behavior
« Reply #4 on: July 14, 2014, 04:37:54 pm »
Well, now someone has to fight an Everything AI and see how big of a negative HaP they can get with this...and then see if they can keep their game running long enough to witness the carnage.
Once you get below about -10,000 HaP, the game usually crashes when the AI tries to respond.  The game engine can only handle so many units, and when the response would be spawning 100,000s of them every second, it just doesn't do well :/

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Interesting End Game Hacking Behavior
« Reply #5 on: July 15, 2014, 09:26:38 am »
At one point I had it do a different response below about -9000.  One designed to end the game with a relatively small amount of units.  But perhaps that's no longer working like it used to :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Peter Ebbesen

  • Full Member Mark II
  • ***
  • Posts: 164
Re: Interesting End Game Hacking Behavior
« Reply #6 on: July 18, 2014, 05:29:38 pm »
Well, now someone has to fight an Everything AI and see how big of a negative HaP they can get with this...and then see if they can keep their game running long enough to witness the carnage.

Combine with What Memo
In my "What memo" game, I reached -11.5k HaP after downloading 8 designs from a design server, starting at around +1k HaP before the hack. It was glorious! (8 appeared to be max, as I tried transferring all designs in the galaxy to that server, and some got lost when the second to last was blown up)

...but I didn't dare try hacking anything after that (and besides, all that was left to hack in the universe were the stuff left on the remaining AI homeworld).
« Last Edit: July 18, 2014, 05:31:20 pm by Peter Ebbesen »
Ride the Lightning - a newbie Fallen Spire AAR - the AAR of my second serious AI War game. Now completed.