Author Topic: AI War Beta 5.025, "Balance Beam ," Released!  (Read 6752 times)

Offline keith.lamothe

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #15 on: February 13, 2012, 04:48:19 pm »
I think the exowave logic missed a closing brace somewhere.  Or they're taunting me in interpretive dance.
Please elaborate :)  If they achieve their main objective they may kind of wander.
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Offline Ricca

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #16 on: February 13, 2012, 05:00:43 pm »
Would have suggested 'Starship Overhaul', myself. Looks very nice.

Offline dotjd

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #17 on: February 13, 2012, 05:03:05 pm »
They haven't entered any of my systems.  Instead, they either entered or spawned in a neighboring AI-controlled system, and are currently pathing very spastically between the wormholes, like the starships that sometimes spawn on AI worlds except drunk.

Since you mention "achieving their objective" I suppose I should mention that they wiped out a force of resistance fighters that heroically charged in when they showed up, just before this autosave.  If that constituted achieving an objective then it probably shouldn't have though.

Offline TechSY730

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #18 on: February 13, 2012, 05:55:07 pm »
Does the "exo dance" on a neiboring system happen for every exo-wave, or only some of them?
If it's every, then I'm probably going to skip this version, despite everything else being amazing. This is that big of an issue.

Offline keith.lamothe

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #19 on: February 13, 2012, 05:59:36 pm »
Does the "exo dance" on a neiboring system happen for every exo-wave, or only some of them?
If it's every, then I'm probably going to skip this version, despite everything else being amazing. This is that big of an issue.
It's just a certain percentage of broken-golems-hard or spirecraft-hard exos.  I made the change kind of late in the cycle and I did test it on about 50 hours of game-time but it wasn't a very mature gamestate so it probably didn't run into those situations.
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Offline keith.lamothe

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #20 on: February 13, 2012, 06:02:40 pm »
dotjd, I just took a look at your save.  You're not going to believe this.

You know that cloaked scout you have on the edge of the system the exo is in?

The exo is chasing it.




At least, it is when I load it, I really don't know how that happened...
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Offline TechSY730

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #21 on: February 13, 2012, 06:21:29 pm »
dotjd, I just took a look at your save.  You're not going to believe this.

You know that cloaked scout you have on the edge of the system the exo is in?

The exo is chasing it.




At least, it is when I load it, I really don't know how that happened...

Oops. Well, that's not a big deal. If I get hit by this, I'll just scrap the scout, and get another one there after the exo has been dealt with.

So, I guess I am upgrading.

Offline keith.lamothe

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #22 on: February 13, 2012, 06:26:19 pm »
Just found it; basically I'd been telling it what was important, but then failed to tell it to skip the unimportant units.  The result is that 50% of spirecraft-hard and broken-golems-hard exos will consider as eligible for their galaxy-wide-chase-target: basically every human-controlled unit :)  I'll ask Chris to push the fix out tomorrow.
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Offline Wanderer

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #23 on: February 13, 2012, 07:08:09 pm »
Just found it; basically I'd been telling it what was important, but then failed to tell it to skip the unimportant units.  The result is that 50% of spirecraft-hard and broken-golems-hard exos will consider as eligible for their galaxy-wide-chase-target: basically every human-controlled unit :)  I'll ask Chris to push the fix out tomorrow.

I am now picturing a lone Raptor kiting 300+ large ships from an Exo and laughing my arse off.
... and then we'll have cake.

Offline dotjd

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #24 on: February 13, 2012, 07:29:26 pm »
I'm giving that scout a medal.  Right before I scrap him.

Thanks for the quick response!  much appreciated =)

Offline keith.lamothe

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #25 on: February 13, 2012, 07:48:31 pm »
I'm giving that scout a medal.  Right before I scrap him.
But what a waste!  You can now make that exo go anywhere you want in the galaxy (that doesn't have a tachyon emitter; that could get embarassing) ;)

Quote
Thanks for the quick response!  much appreciated =)
Our pleasure :)
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Offline TechSY730

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #26 on: February 13, 2012, 08:37:18 pm »
Just found it; basically I'd been telling it what was important, but then failed to tell it to skip the unimportant units.  The result is that 50% of spirecraft-hard and broken-golems-hard exos will consider as eligible for their galaxy-wide-chase-target: basically every human-controlled unit :)  I'll ask Chris to push the fix out tomorrow.

So it will probably go after something threatening or something that the human cares about, but it will sometimes go for something harmless, like a scout.

Hilarious.  :D

Offline TechSY730

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #27 on: February 13, 2012, 11:25:51 pm »
While we are on the topic of near game breaking bugs that need to be fixed ASAP,

Queing non-move orders or planet move orders broken when using Multi-Planet FRD mode (#5882)

Offline keith.lamothe

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #28 on: February 14, 2012, 10:17:03 am »
While we are on the topic of near game breaking bugs that need to be fixed ASAP,

Queing non-move orders or planet move orders broken when using Multi-Planet FRD mode (#5882)
You have a certain tendency for exaggeration, you know :)  If the solution is "uncheck the new toggle", it's really not near the game-breaking category :)

That said, certainly glad to know about the difficulties; will try your other suggested approaches to reproducing it.
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Offline TechSY730

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Re: AI War Beta 5.025, "Balance Beam ," Released!
« Reply #29 on: February 14, 2012, 01:35:01 pm »
While we are on the topic of near game breaking bugs that need to be fixed ASAP,

Queing non-move orders or planet move orders broken when using Multi-Planet FRD mode (#5882)
You have a certain tendency for exaggeration, you know :)  If the solution is "uncheck the new toggle", it's really not near the game-breaking category :)

Me exaggerate? Never! You always lie about me, and I never get defensive.  :P


But yea, good point, if a bug has a simple "toggle" workaround, that immediately excludes it from "critical" priority unless it causes a crash or data corruption. (If it does, its more of a case by case determination) I'll keep that in mind next time before I panic.  ;)

EDIT: Upon further thought, that was more fake paranoia and fake delusions than fake exaggerations. Oh well.
« Last Edit: February 14, 2012, 01:40:00 pm by techsy730 »