Author Topic: MKV Fabs not recognising ship complexity settings  (Read 2390 times)

Offline Alex Heartnet

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MKV Fabs not recognising ship complexity settings
« on: July 21, 2014, 11:27:40 pm »
Once upon a time I started an AAR with an unusual setting.



I knew of this Eye Bot Fab I found for a while, but it didn't quite occur to me this unit isn't on the list of valid picks.



What gives?  Is this part of a devious plan to get rookies to use unit types that they otherwise won't get to use?

Offline Niwantaw

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Re: MKV Fabs not recognising ship complexity settings
« Reply #1 on: July 21, 2014, 11:31:58 pm »
Pretty sure fabs are never restricted.

allergic to sensible plans.

Offline Kahuna

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Re: MKV Fabs not recognising ship complexity settings
« Reply #2 on: July 22, 2014, 12:05:03 am »
Open STATS --> Galaxy Stats to see if you really have Simple ship settings. If you do.. you have found a bug.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Alex Heartnet

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Re: MKV Fabs not recognising ship complexity settings
« Reply #3 on: July 22, 2014, 02:43:05 am »
Open STATS --> Galaxy Stats to see if you really have Simple ship settings. If you do.. you have found a bug.


Offline Kahuna

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Re: MKV Fabs not recognising ship complexity settings
« Reply #4 on: July 22, 2014, 06:31:46 am »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: MKV Fabs not recognising ship complexity settings
« Reply #5 on: July 22, 2014, 02:16:36 pm »
In theory, yes, it'd be nice for it to respect those restrictions even for fabs.  In practice I'm not sure simple _has_ enough bonus ship types for the number of fabs normally seeded.  Especially without all the expansions enabled.
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 Kahuna

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Re: MKV Fabs not recognising ship complexity settings
« Reply #6 on: July 22, 2014, 11:57:50 pm »
Does it _need_ to have enough?
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Histidine

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Re: MKV Fabs not recognising ship complexity settings
« Reply #7 on: July 23, 2014, 07:50:30 am »
That Simple list has 13 ships, and AFAIK all are base game. How many fabs at maximum are seeded?

Offline onyhow

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Re: MKV Fabs not recognising ship complexity settings
« Reply #8 on: July 25, 2014, 09:23:15 am »
Why not have multiples of same ship fab, and if you capture more than 1 it increase your cap? At least at this setting only?

Offline TechSY730

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Re: MKV Fabs not recognising ship complexity settings
« Reply #9 on: July 25, 2014, 10:53:19 am »
I would agree that the risk of not having enough unique fabricators to ensure that there are plenty with ship types you don't already have is worth the benefit of having ship complexity settings always obeyed. Also, do fabricators obey ship type disabling (like no Mk. V spire maws when swallowers are disabled)?

Also, is this in any way tied to AI Mk. V unlocks sometimes being able to bypass ship type disabling (like Mk. V powerslavers for the AI when swallowers are disabled, as one person reported)?

Offline ZaneWolfe

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Re: MKV Fabs not recognising ship complexity settings
« Reply #10 on: July 27, 2014, 03:09:53 am »
I know that if you disable swallowers that the AI will STILL get Starship Dissembler Guardians. Even though I can't get any type of swallowing unit. I've run plenty of games with swallowers turned off, and I've never seen an ARS or Fab spawn that would give me a Maw. Always see the previously mentioned PAIN IN MY @$$ guardians though.

Offline keith.lamothe

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Re: MKV Fabs not recognising ship complexity settings
« Reply #11 on: July 27, 2014, 09:10:48 am »
I know that if you disable swallowers that the AI will STILL get Starship Dissembler Guardians.
I've not yet been able to find a setup where I can reproduce that bug (the AI unlocking a swallowing unit despite the toggle), or swallowing units being picked for exos in such a case, etc.  I guess I can give it another look this week.
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Offline TechSY730

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Re: MKV Fabs not recognising ship complexity settings
« Reply #12 on: July 27, 2014, 05:24:54 pm »
Weird. It seems like several people have reproduced it. Can one of the people here give a save file I suppose?

Offline Kahuna

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Re: MKV Fabs not recognising ship complexity settings
« Reply #13 on: July 28, 2014, 12:00:21 am »
I'm pretty sure I've seen this bug a couple of times too. The easiest and the fastest way to replicate this bug would be to start a new game with cheats and build insane brick wall defenses on your Homeworld and use the get angry cheat so the AIs get more Guardian unlocks. Perhaps vs 10/10 difficulty. Higher difficulty level gives the AIs more unlocks? Or?
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: MKV Fabs not recognising ship complexity settings
« Reply #14 on: July 28, 2014, 12:59:14 pm »
Higher difficulty level gives the AIs more unlocks? Or?
To some extent with the initial picks, I'm not sure if it makes them get picks-during-the-game any faster.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!