Author Topic: AI War Beta 5.077-5.079 "Cap Tectonics" Released!  (Read 25977 times)

Offline Cinth

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #75 on: September 06, 2012, 09:59:02 pm »
Code: [Select]
9/5/2012 12:36:03 AM
UnhandledErrors:    9/5/2012 12:36:03 AM (5.078)
-----------------------------------Error-----------------------------------Log String: FixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at ForegroundObject.MovePlayerUnit (Boolean RecalculateFull, Boolean RecalcualteMiddling) [0x00000] in <filename unknown>:0
  at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
  at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
  at Game.RunFrame () [0x00000] in <filename unknown>:0
  at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0
Stack Trace:   at ForegroundObject.MovePlayerUnit (Boolean RecalculateFull, Boolean RecalcualteMiddling) [0x00000] in <filename unknown>:0
  at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
  at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
  at Game.RunFrame () [0x00000] in <filename unknown>:0
  at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0


   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Configuration.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText)
   at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity)
   at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause)
   at MainCameraLogic.FixedUpdate()

Just got that. No real clue what caused it, but I've got a save directly after it said that? Says 'at move player unit'.. which sounds to me like it could be anything.
Fixed it for 5.079.  The only thing that's changed since 5.073 that could cause that, so far as I can tell, was the remains-rebuilder logic fix to make it drop its rebuild target if it was trying to rebuild an energy producer after the command station went down.  Basically, if:

1) The energy producer died
2) The rebuilder targeted the remains for rebuilding
3) The command station died
4) The rebuilder entered a wormhole or did something else to cause its CurrentPlanet reference to be set to null for that frame
5) The rebuilder then did its check for "can I actually do the rebuild now?"
6) The logic checking for the existence of the command station would reference CurrentPlanet and blow up.

So if this error gets at all common I'll go ahead and push the release, otherwise I'll wait to see if something else pops up to keep it company in the changelog.  Anyway, thanks :)

Heh. I just inadvertently reproduced this one. Kinda funny actually... spewed the UE until the timer on the system stopped and I could rebuild the OC
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 Draco18s

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #76 on: September 07, 2012, 12:30:05 am »
Then the attrition damage added up, and the last 20-something carriers all popped at once.  That resulted in a dozen Siege Towers, hundreds of guardians, and lots and lots of starships and core fleetships.  What had been a damaging, but winnable fight turned into a crushing loss.

Nuke it from orbit.  It's the only way.

Offline Shrugging Khan

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #77 on: September 07, 2012, 02:38:07 am »
Then the attrition damage added up, and the last 20-something carriers all popped at once.  That resulted in a dozen Siege Towers, hundreds of guardians, and lots and lots of starships and core fleetships.  What had been a damaging, but winnable fight turned into a crushing loss.

Nuke it from orbit.  It's the only way.
For once, nukes actually sound surprisingly reasonable.
The beatings shall continue
until morale improves!

Offline chemical_art

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #78 on: September 07, 2012, 02:40:20 am »
cloaked matyrs?
Life is short. Have fun.

Offline Faulty Logic

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #79 on: September 07, 2012, 02:49:30 am »
Quote
Why are there so many mark 2 ships everywhere then?
AI systems are all at least mkII, except those next to human homeworlds.
If warheads can't solve it, use more warheads.

Offline Hearteater

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #80 on: September 07, 2012, 10:05:24 am »
I still want this tweak for AI planet Marks.

Offline Soyweiser

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #81 on: September 07, 2012, 11:37:37 am »
Odd my score is 10 million. And my raw score is 300k. At 7/7 with all kinds of easy stuff.
« Last Edit: September 07, 2012, 10:19:28 pm by Soyweiser »

Offline KDR_11k

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #82 on: September 07, 2012, 12:25:01 pm »
Then the attrition damage added up, and the last 20-something carriers all popped at once.  That resulted in a dozen Siege Towers, hundreds of guardians, and lots and lots of starships and core fleetships.  What had been a damaging, but winnable fight turned into a crushing loss.

Nuke it from orbit.  It's the only way.
For once, nukes actually sound surprisingly reasonable.

Aren't most of those listed threats nuke-proof?

Offline Shrugging Khan

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #83 on: September 07, 2012, 03:43:24 pm »
Then the attrition damage added up, and the last 20-something carriers all popped at once.  That resulted in a dozen Siege Towers, hundreds of guardians, and lots and lots of starships and core fleetships.  What had been a damaging, but winnable fight turned into a crushing loss.

Nuke it from orbit.  It's the only way.
For once, nukes actually sound surprisingly reasonable.

Aren't most of those listed threats nuke-proof?
Use bigger nukes.
The beatings shall continue
until morale improves!

Offline LordSloth

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #84 on: September 08, 2012, 02:16:18 am »
I'm extremely disappointed with Zenith Reprocessors.

As a pure fighter, I'd be happier with about twice the cap, they don't compare that favorably to acid sprayers or even fighters, even going against bombers. They interested me because of the firepower/individual unit ratio, and perhaps taking down Spire Shield Posts and unshielded hybrids fairly quickly) but I'd rather have more specialized units such as Stealth Battleships or even Spire Medic Frigates. Some testing leads me to half-believe they don't even reprocess anything at all, I just haven't thought of a way to set up 0 income/second yet. Now as the note clearly spells out, they can't reprocess things that are immune to reclamation, such as zombies, guardians and guard posts (high value targets), but using nothing but them to fight bombers or missile frigates leaves me in doubt as to whether they work at all, or just offer so little return as to be confused with the economic power of two star systems on a 3 champion, 3 homeworld co-op game.

Now obviously, allowing them to reclaim an ion cannon would be well overpowered. I would also need to figure out a high resource, non-reclamation immune unit to test them against, If I cannot figure out net zero resource gain.

Offline Kahuna

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #85 on: September 08, 2012, 02:47:03 am »
I'm extremely disappointed with Zenith Reprocessors.
Even Grenade Launchers and Infiltrators are more useful.
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Offline Nic

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #86 on: September 08, 2012, 03:12:58 am »
With some abuse of the handicap system, you can get a very low net income of resources with the help of a Matter Converter. After a little staring at the resource bar slowly ticking up during a fight using only reprocessors, I think I can conclude that Reprocessors don't seem to be reprocessing anything.
Maybe they'll have more oomph when they actually reclaim resources?

Offline Lancefighter

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #87 on: September 08, 2012, 03:54:26 am »
Unfortunately for the moment I cannot create a perfect save (read: 0/s change in resources). I probably could if I tried a few more seeds, and worked at it a little harder.. but atm I cant test it perfectly.

However, I would imagine that the ships would be able to beat a very minor 30resource/second drain?

Turns out, they cant. Using full cap of mk3 things cant actually at all. I'm not really sure what they are supposed to be doing, but I'm pretty sure its not getting resources.

Its entirely possible they just arent shooting at enough stuff that is viable to eat, so I will provide the save i used to test.
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Offline chemical_art

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #88 on: September 08, 2012, 10:33:14 am »
There is a problem with reprocessors.

They have below average firepower for their cap, (less then a third of the damage of their closest damage type, acid srayers) yet the resources they reclaim are based on the % damage they do to a target.

I don't think their dps has to increase, but if the % damage for resources had a multiplier to mark, so that higher mark get more of a % of resources per % of damage done, then that would go a long way.
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Offline TechSY730

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Re: AI War Beta 5.077-5.078 "Cap Tectonics" Released!
« Reply #89 on: September 08, 2012, 10:45:17 am »
Either their reproccesing mechanic is broken, or is on average not doing enough to be visible. Either way, that is a problem killing the usefulness of the reprocessors.

Sounds like one for mantis.

They have below average firepower for their cap, (less then a third of the damage of their closest damage type, acid srayers) yet the resources they reclaim are based on the % damage they do to a target.

I don't think their dps has to increase, but if the % damage for resources had a multiplier to mark, so that higher mark get more of a % of resources per % of damage done, then that would go a long way.

Keith said that the goal for these things was a pretty decent combat unit with a fun "candy" mechanic on top of it.
If they are failing the "pretty decent combat unit" part, then something is wrong...