Author Topic: AI War Beta 5.077-5.079 "Cap Tectonics" Released!  (Read 25935 times)

Offline chemical_art

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #15 on: September 04, 2012, 07:56:37 pm »
Going to say it has to be repairs to so tank your economy, since your home station gives 300 (?) resources each.
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Offline Lancefighter

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #16 on: September 04, 2012, 07:57:16 pm »
I had to actually build a matter transferer thing to have enough energy to rebuild the command station on the adjacent planet so it could rebuild its collector earlier today. It was pretty annoying. The command station didn't even cost energy..
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Offline keith.lamothe

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #17 on: September 04, 2012, 08:00:56 pm »
I had to actually build a matter transferer thing to have enough energy to rebuild the command station on the adjacent planet so it could rebuild its collector earlier today. It was pretty annoying. The command station didn't even cost energy..
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Offline chemical_art

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #18 on: September 04, 2012, 08:02:15 pm »
I had to actually build a matter transferer thing to have enough energy to rebuild the command station on the adjacent planet so it could rebuild its collector earlier today. It was pretty annoying. The command station didn't even cost energy..

Economy command stations don't cost energy (they give it) but logistic and military stations do.

Part of the trade off I guess.
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Offline Diazo

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #19 on: September 04, 2012, 08:10:46 pm »
Well, I was using warp jammer stations.

I'm down to just my homeworld now though, so I've got 1 energy collector and 8 metal converters going.

And the last 4 carriers have apparently decided I have too much fleet left and are camping the far side of the wormholes, I'm going to have to go after them.

Ugh.

D.

Offline keith.lamothe

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #20 on: September 04, 2012, 08:12:21 pm »
And the last 4 carriers have apparently decided I have too much fleet left and are camping the far side of the wormholes, I'm going to have to go after them.
The final cruelty ;)
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Offline Diazo

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #21 on: September 04, 2012, 08:14:31 pm »
Well, the final cruelty is I forgot to pause the game while making that post.

I have lost.  :(

I'll probably make one last attempt after supper but I'm thinking this is not doable.

If the CPA splits I lose my conquered systems and run out of resources by building too many metal converters.

If the CPA does not split I get 10K ships at once to the face which I've yet to come close to beating.

I'll also make a real AAR post then.

D.

Offline keith.lamothe

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #22 on: September 04, 2012, 08:20:52 pm »
Well, the final cruelty is I forgot to pause the game while making that post.

I have lost.  :(

I'll probably make one last attempt after supper but I'm thinking this is not doable.

If the CPA splits I lose my conquered systems and run out of resources by building too many metal converters.

If the CPA does not split I get 10K ships at once to the face which I've yet to come close to beating.

I'll also make a real AAR post then.

D.
Do you think the unwinnable-ness is due to all the patch-transitions during the game, and that you could've gotten past this if you'd been playing by these rules from the beginning?
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Offline Diazo

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #23 on: September 04, 2012, 08:41:18 pm »
My gut feeling is that it is due to the patch transitions.

This is the 3rd CPA of the game, the first one was 144 units, the second only 2k units, it then jumped to 10k units on the 3rd CPA (this one).

If I understand the changes correctly, the first two CPAs would have been bigger and the 3rd one smaller.

Having said that, I'm not sure my warp jammer outposts in the middle of nowhere are viable now, the energy changes mean I can't afford to lose energy collectors the way I could energy reactors under the old system.

Having said, I was on at 4 systems total (3 conquered, 1 HW) at the 12 hour gametime mark, maybe I just let things go too long.

D.

Offline Cinth

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #24 on: September 04, 2012, 09:13:48 pm »
I went from ~4000 ship waves to ~40000 ship waves at 56AIP with the update. This... is... going... to... hurt...
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Diazo

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #25 on: September 04, 2012, 09:16:46 pm »
Heh.

It never hit due to me losing, but I had a wave of 17K infiltrators incoming at AIP 118 with a single HW.

I could not handle a 10K ship CPA, not sure how I would have handled that.

D.

Offline keith.lamothe

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #26 on: September 04, 2012, 09:23:59 pm »
I went from ~4000 ship waves to ~40000 ship waves at 56AIP with the update. This... is... going... to... hurt...
Something fishy about that ;)  If you have the wave calc logs (both AI-thread and main-thread) I could look into why that's happening.
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Offline Cinth

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #27 on: September 04, 2012, 09:39:41 pm »
D.
I managed to kill off about 6000 from the first half of the wave. 4000 from the second wave was all she wrote.

I went from ~4000 ship waves to ~40000 ship waves at 56AIP with the update. This... is... going... to... hurt...

Something fishy about that ;)  If you have the wave calc logs (both AI-thread and main-thread) I could look into why that's happening.

Here ya go. Also threw in the last save. Just pop the gate down at Charin to get the wave to spawn back in AI space further. Speed up the game to + 10 to see and old wave pair (both around 2~3k with carriers) then the big nasty (@ around 35:55).
« Last Edit: September 04, 2012, 09:47:05 pm by Cinth »
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline keith.lamothe

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #28 on: September 04, 2012, 10:06:46 pm »
Here ya go.
Oh, just a little thing like the AI ships not getting the memo that they're on ultra-low-caps and not on high-caps ;)  Testing a fix...
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Offline Diazo

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Re: AI War Beta 5.077 "Cap Tectonics" Released!
« Reply #29 on: September 04, 2012, 10:07:12 pm »
Hmmm.

I'm looking at the AIThreadWaveComputationLog.txt file and wondering how MultiplierFromWaveInterval is calculated.

I assume this is where the wave size vs. time comes from but the values seem high, looking over the last several waves I have between 2.3 and 3.5 for that number.

This is before all the difficulty modifiers and AIP is calculated.

For reference the 18K infiltrator wave:

Code: [Select]
Starting CreateHomogenousWaveToPlanet at Game Time: 12:12:55 ; Player.AIType: Scorched_Earth ; Player.AIDifficulty: 10 ; AIProgressionLevel: 118 ; AITechLevel: 2
WaveSize = MultiplierFromWaveInterval * MultiplierFromHumanHomePlanetAndChampionCount: 2.94 * 1.2 = 3.53
aiTypeBasedAIPIncrement : 0
since difficulty >= 8, effectiveAIP = floor( ( AIProgressionLevel * 0.8 ) ^ 1.1 ) : 148
workingShips = ( effectiveAIP * player.AIDifficulty ) / ( 13 - player.AIDifficulty ) : 493.33
workingShips *= FInt.FromParts( 0, AILoop.Instance.AIRandom.Next( 800, 1100 ) ) : 447.93
workingShips = Max(workingShips,34 * handicap_multiplier) :447.93
Inside AdjustNumberShipsFromAIType, multiplier: 1
after AdjustNumberShipsFromAIType call, workingShips :447.93
numberShips = workingShips.IntValue :447
numberTech123 = numberShips - numberExplosive - numberCore :447

Code: [Select]
Performing first CheckWave with size factor of 3.53 on wave at Game Time: 12:13:38

CheckWave: populating count of InfiltratorII with base magnitude of 342
numberUnits = kv.Value * this.WaveSize : 1207.69
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 3353.57
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 3353.57
after applying Mark-based multiplier if any, numberUnits : 3017.89
after applying at-least-one rule, numberUnits : 3017.89
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 13580.5
numberUnitsInt = numberUnits.IntValue : 13580

CheckWave: populating count of LeechStarshipII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 3.53
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.07
after applying Mark-based multiplier if any, numberUnits : 0.06
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.5
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of ZenithStarshipII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 3.53
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.07
after applying Mark-based multiplier if any, numberUnits : 0.06
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.5
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of SpireStarshipII with base magnitude of 1
numberUnits = kv.Value * this.WaveSize : 3.53
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 0.07
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 0.07
after applying Mark-based multiplier if any, numberUnits : 0.06
after applying at-least-one rule, numberUnits : 1
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 4.5
numberUnitsInt = numberUnits.IntValue : 4
it's a starship so only adding one rule : 1 (had you going there, didn't we)

CheckWave: populating count of InfiltratorIII with base magnitude of 105
numberUnits = kv.Value * this.WaveSize : 370.78
after applying the ship-type-specific cap multiplier (which includes the unit-cap-scale multiplier), numberUnits : 1029.61
after applying UsefulnessInAIWaveMultiplier if any, numberUnits : 1029.61
after applying Mark-based multiplier if any, numberUnits : 720.67
after applying at-least-one rule, numberUnits : 720.67
after applying difficulty-based multiplier (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.75, <= 9.6 : 3, <= 9.8 : 3.8, 10 : 4.5), numberUnits : 3243.03
numberUnitsInt = numberUnits.IntValue : 3243

Wave total ships: 16826
TypesForDirectAdd count by type:
InfiltratorII => 1000
LeechStarshipII => 1
ZenithStarshipII => 1
SpireStarshipII => 1
TypesForCarrierAdd count by type:
InfiltratorII => 12580
InfiltratorIII => 3243

D.