Author Topic: AI War Beta 6.028-6.031 "So I Rewired It" Released!  (Read 9137 times)

Offline Jonz0rz

  • Newbie Mark II
  • *
  • Posts: 20
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #30 on: May 15, 2013, 07:41:25 pm »
In the middle of nowhere? Ok, great, there are actually idle trains on Kuplu during the save. If you immediately pause and start sending stuff there (FRD the remains rebuilder from Asnoic, and grab everything on my homeworld), you can see it. They stay idle until 19:23:53, like clockwork. They've been doing this randomly on all sorts of planets.

*edit*
Actually, come to think of it, it's possible some of the trains got separated from the rest of the group by NRC emp warheads. It's still weird to see trains randomly stopping on planets with no train stations in the middle of nowhere.
« Last Edit: May 15, 2013, 07:59:29 pm by Jonz0rz »

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #31 on: May 15, 2013, 08:01:38 pm »
Quote
In the middle of nowhere?
Oh. No, I don't think that's supposed to happen.
If warheads can't solve it, use more warheads.

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #32 on: May 15, 2013, 10:54:15 pm »
I think there may be something wrong with CPAs. I got a 1900-ship cpa at 3:20. On ultra-low caps.
If warheads can't solve it, use more warheads.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #33 on: May 15, 2013, 11:00:06 pm »
I think there may be something wrong with CPAs. I got a 1900-ship cpa at 3:20. On ultra-low caps.
That would be 7600 on normal caps, which sounds like what you got last time... (checks)  Ok. 4300 last time.  Hmm.

I didn't change the CPA numbers, or at least didn't intend to, but perhaps something is going on.  Do you have the wave calc logs for that, or a pre-announce save I can look at?
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 chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #34 on: May 15, 2013, 11:03:27 pm »
This isn't new news, but transports don't alter their max number of ships with caps.

Now, of course, I mention it because it makes transports II very effective in high cap games, and useless in ultra low cap games.
Life is short. Have fun.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #35 on: May 15, 2013, 11:06:28 pm »
Now, of course, I mention it because it makes transports II very effective in high cap games, and useless in ultra low cap games.
If carrying capacity is all you care about with the new TIIs I don't know what I could really do :)
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 chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #36 on: May 15, 2013, 11:19:42 pm »
Now, of course, I mention it because it makes transports II very effective in high cap games, and useless in ultra low cap games.
If carrying capacity is all you care about with the new TIIs I don't know what I could really do :)


No, what I mean is that for each 10 ships you gain bonus damage...

which is 8x harder for ultra low cap games then high cap games.


When one cap of fighters is 24ish, and the other 198ish, which benefits more from having transports gain firepower from every 10 ships  ;)
Life is short. Have fun.

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #37 on: May 16, 2013, 12:05:03 am »
Here's the log entry:
Code: [Select]
Triggering CPA (always from first AI); Game Time: 3:22:30
effectiveAIPForCPAPurposes = this.AIProgressionLevelEffective = 112
since diff > 9, numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 240 + ( (FInt)120 * ( (FInt)9 - this.AIDifficulty ) ).IntValue = 120
minimumAIPForCPAPurposes = Game.Instance.GameSecond / numberOfSecondsPerPointOfMinimumAIPForCPAPurposes = 101
effectiveAIPForCPAPurposes = Max(effectiveAIPForCPAPurposes,minimumAIPForCPAPurposes) = 112
difficultyFactor = ( this.AIDifficulty * this.GetHandicapMultiplier() ) / ( 13 - this.AIDifficulty ) : 3.33
aiTypeFactor = 1
simulateMaxTimeWaveFactor = Mat.One + ( ( this.AIDifficulty * 2 ) / ( ( 14 - this.AIDifficulty ) * 3 ) ) : 2.67
simulateDoubleWaveFactor = 2
simulateDifficultySpecificWaveSizeMultiplier = (if <= 3 then 1, <= 4 : 1.5, <= 5 : 1.75, <= 6 : 2, <= 7 : 2.25, <= 9 : 2.5, <= 9.3 : 2.9, <= 9.6 : 3.3, <= 9.8 : 4, 10 : 5) = 5
humanHomeworldCountMultiplier = Mat.One + ( (FInt)( humanHomeworldCount - 1 ) * FInt.FromParts( 0, 330 ) ) + ( championCount * FInt.FromParts( 0, 066 ) ) = 1.53
numberOfShips (before applying cap-scale) = ( (FInt)effectiveAIPForCPAPurposes * difficultyFactor * aiTypeFactor * simulateMaxTimeWaveFactor * simulateDoubleWaveFactor * simulateDifficultySpecificWaveSizeMultiplier * humanHomeworldCountMultiplier ).IntValue = 15204

So apparently it came from a combination of having actual AIP exceed minimum AIP (by 11, so not much) and 1 home + 8 champs counting as 1.53 HWs.
If warheads can't solve it, use more warheads.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #38 on: May 16, 2013, 12:21:13 am »
Ah, right.  I've actually fixed the champs counting against that for the next release already (meant to get that out of there earlier but it escaped notice).  Anyway, that would explain it.
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 Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #39 on: May 16, 2013, 06:21:24 am »
Quote
I'm looking for things that I actually broke recently
Issue with hybrids: a bunch of them just sailed into my mini-chokepoint single file. They died very quickly, accomplishing nothing.
If you have a save from relatively close before they did that, that'd be awesome :)

May or may not be new, heh, but I can probably fix it.
Here. Hybrids heading toward Haven (arrival in ~a minute) will enter the system, no matter how much pain is on the other side of the wormhole. They will then almost immediately try to retreat. Try being the operative word.
If warheads can't solve it, use more warheads.

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #40 on: May 16, 2013, 10:12:36 am »
Does my concern make sense Keith?

Perhaps if you made it so carriers scaled with caps, both in numbers and in stats, then this problem would work out?
Life is short. Have fun.

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #41 on: May 16, 2013, 10:32:24 am »
Speaking of scaling, do Maws scale their transport capacity with caps?

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #42 on: May 16, 2013, 11:38:55 am »
Does my concern make sense Keith?

Perhaps if you made it so carriers scaled with caps, both in numbers and in stats, then this problem would work out?
It does make sense, and having the transport capacity and tractor capacity of non-scaling types scale is something I do need to do.  And for the two units in the game that gain ROF with transport load they'll need to scale up in attack power probably, as you note.  I don't think their other stats that normally scale (hp, armor, armor piercing) would be appropriate to scale, though.
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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #43 on: May 16, 2013, 11:39:54 am »
Speaking of scaling, do Maws scale their transport capacity with caps?
They don't, and they should.

In general the different cap scales do have different damage and this isn't really a big problem, but smoothing out some of the rough edges is good, particularly some of the newer rough edges (transport load => ROF bonus, etc).
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« Reply #44 on: May 16, 2013, 12:28:56 pm »
Isn't there a similar issue with fixed-cap tractoring ship types?