Author Topic: Neinzul Enclaves  (Read 5947 times)

Offline Faulty Logic

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Neinzul Enclaves
« on: January 16, 2013, 04:56:23 am »
The new human-ally enclaves have two problems:
1) They are overpowered
2) They cause lag

I think that they should be hard-capped at 2-3 x faction_intensity, or that enclaves beyond this cap should mindlessly engage SF/threatfleet.

Also, can the allied controls be either in the controls tab, or at least have the chat commands listed somewhere in the game (not certain they aren't, but I couldn't find them.)?

Thoughts?
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Offline chemical_art

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Re: Neinzul Enclaves
« Reply #1 on: January 16, 2013, 01:12:59 pm »
I'm not a fan of hard limits on the allies, but I wouldn't mind that after 2x - 3x faction_intensity, the "cost" (time) of getting a new one increases with each new one, so that a gradual cap is reached yet using them defensively still is useful.
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Offline kaitox

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Re: Neinzul Enclaves
« Reply #2 on: January 19, 2013, 10:47:42 am »
I registered on the forums for the very same problem. I am currently 19 hours(game time) into a solo campaign and have been sort of zerging it a bit. RIght now I am sitting with AT LEAST 7,000 Neinzul ships in a single system and until I can get past the lag to  move a colony ship into the next system they will not move. As soon as I set that colony ship down they are all going to rush into the very next system and park there lagging me down for half an hour before I can get the next colony ship up and into the next hole. THe suggestion I was going to make was to either make the Neinzul's stop spawning their little fleas until there is an actual fight... or make the little guys move to hostile systems at least. What ever the choice that is made this camping out and mass vomiting ships by the thousands is not very helpful since the game will not adjust and use a larger processor or more ram. As of right now it is using 13% of my CPU and only 1.3gb of ram and lagging even though it is using less than 1/4th of what I have made available to it.

Edit:
Okay I vastly under estimated the 7,000 number. Vastly. Including a screenshot because I doubt anyone will believe me at this point... over 27,000 Neinzul ships. I would very much like an enemy carrier rush right about now to clean this mess up.
« Last Edit: January 19, 2013, 10:51:58 am by kaitox »

Offline chemical_art

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Re: Neinzul Enclaves
« Reply #3 on: January 19, 2013, 11:03:45 am »
Two things:

1) There is some chat command to cause them to be more offense
2) How long was your game (just curious)
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Offline kaitox

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Re: Neinzul Enclaves
« Reply #4 on: January 19, 2013, 11:07:45 am »
Game time is currently 19:25:10

Might I ask what the chat commands are? I see nothing on the wiki and nothing in the manual.
« Last Edit: January 19, 2013, 11:31:40 am by kaitox »

Offline Oralordos

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Re: Neinzul Enclaves
« Reply #5 on: January 19, 2013, 12:56:17 pm »
Code: [Select]
Priority-defense of human homeworlds.

    If a human homeworld comes under any not-completely-trivial attack (for reference, this means "more than about 50 mkI triangle ships on high caps" or the equivalent), the next fleet-logic check will drop whatever is being done and send them all back to that homeworld.
    This takes priority over any other behavior.
    You may tell the enclaves to not consider this behavior by sending "cmd:disallow enclaves prioritize homeworld" through chat, and tell them to start considering it again by sending "cmd:allow enclaves prioritize homeworld" through chat.

Defend human planets.

    Considers moving to any planet with a human command station and an AI presence.
    You may tell the enclaves to not consider this behavior by sending "cmd:disallow enclaves defend planets" through chat, and tell them to start considering it again by sending "cmd:allow enclaves defend planets" through chat.

Assist human attacks.

    Considers moving to any planet without a command station or with an AI command station, if both the humans and AI have a presence there and the humans have a fighting chance (at least half the AI firepower).
    This behavior is OFF by default but you may tell the enclaves to consider it by sending "cmd:allow enclaves assist attacks" through chat, and tell them to stop considering it again by sending "cmd:disallow enclaves assist attacks" through chat.

Attack independently.

    Considers moving to any planet without a command station or with an AI command station, and an AI presence.
    This behavior is OFF by default but you may tell the enclaves to consider it by sending "cmd:allow enclaves attack independently" through chat, and tell them to stop considering it again by sending "cmd:disallow enclaves attack independently" through chat.
Does this help?

Offline Bognor

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Re: Neinzul Enclaves
« Reply #6 on: January 19, 2013, 09:10:59 pm »
Welcome to the forums, kaitox!

The commands are new and beta.  They're all listed in the patch notes.
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Offline kaitox

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Re: Neinzul Enclaves
« Reply #7 on: January 31, 2013, 04:26:42 pm »
Code: [Select]
Priority-defense of human homeworlds.

    If a human homeworld comes under any not-completely-trivial attack (for reference, this means "more than about 50 mkI triangle ships on high caps" or the equivalent), the next fleet-logic check will drop whatever is being done and send them all back to that homeworld.
    This takes priority over any other behavior.
    You may tell the enclaves to not consider this behavior by sending "cmd:disallow enclaves prioritize homeworld" through chat, and tell them to start considering it again by sending "cmd:allow enclaves prioritize homeworld" through chat.

Defend human planets.

    Considers moving to any planet with a human command station and an AI presence.
    You may tell the enclaves to not consider this behavior by sending "cmd:disallow enclaves defend planets" through chat, and tell them to start considering it again by sending "cmd:allow enclaves defend planets" through chat.

Assist human attacks.

    Considers moving to any planet without a command station or with an AI command station, if both the humans and AI have a presence there and the humans have a fighting chance (at least half the AI firepower).
    This behavior is OFF by default but you may tell the enclaves to consider it by sending "cmd:allow enclaves assist attacks" through chat, and tell them to stop considering it again by sending "cmd:disallow enclaves assist attacks" through chat.

Attack independently.

    Considers moving to any planet without a command station or with an AI command station, and an AI presence.
    This behavior is OFF by default but you may tell the enclaves to consider it by sending "cmd:allow enclaves attack independently" through chat, and tell them to stop considering it again by sending "cmd:disallow enclaves attack independently" through chat.
Does this help?

Yes this is a grand help. Sorry for the delay I have been adjusting to a new college class.

Offline Aziphos

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Re: Neinzul Enclaves
« Reply #8 on: March 01, 2013, 07:13:14 am »
It woud be nice to have the commands included somewhere in the game (for exaple under objektives or in the journal: command your allies).

I havent seen the disallow prioritise homeworld command and wondered why the enclaveships just defended my homesystem even if I specific ordered to assist attack.

I read in patch 6.010 the enclave ships will stop spawnig and it is dependand of the number of systems controlled by human players, how large ist the limit (I installed the new patch when I had more than 70 enclaveships at my homesystem, now there are more then 120)?

Offline TechSY730

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Re: Neinzul Enclaves
« Reply #9 on: March 01, 2013, 09:46:37 am »
I can't remember for sure, but I think the "defend homeworld" action is the one action you cannot turn off by chat commands. Partially due to it being the "default" action when idling and there isn't really much else going on to grab their attention.

Offline Fluffiest

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Re: Neinzul Enclaves
« Reply #10 on: March 01, 2013, 10:18:16 am »
I can't remember for sure, but I think the "defend homeworld" action is the one action you cannot turn off by chat commands. Partially due to it being the "default" action when idling and there isn't really much else going on to grab their attention.

I don't know if you can stop them defending the human homeworld at all; but I know you can stop them from dropping everything else they're doing to defend the homeworld.

Offline keith.lamothe

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Re: Neinzul Enclaves
« Reply #11 on: March 01, 2013, 11:21:26 am »
It woud be nice to have the commands included somewhere in the game (for exaple under objektives or in the journal: command your allies).

I havent seen the disallow prioritise homeworld command and wondered why the enclaveships just defended my homesystem even if I specific ordered to assist attack.
If you turn on advanced logging while the enclaves are on it will periodically add a bit to a log in your AI War install's RuntimeData directory (I forget the exact name of the log, but I believe it will have the word "RoamingEnclave" in there somewhere).  Give it a few minutes with a situation where you think the enclaves should be doing something different than they're doing, then stop the game and look at that log.  It gives a fairly detailed explanation of its logic, iirc, though perhaps a bit tough to read if you're not familiar with some of the terms and/or programming (if it's too dense, just post it and I can interpret it for you).  Though I think it may spoiler the location of the AI HWs and such.

Quote
I read in patch 6.010 the enclave ships will stop spawnig and it is dependand of the number of systems controlled by human players, how large ist the limit (I installed the new patch when I had more than 70 enclaveships at my homesystem, now there are more then 120)?
The friendly-encalve-pop-cap = (number of planets not controlled by AI) * (enclave intensity / 2).  So if you're playing a single human-HW game and you've killed 10 AI command stations and have the intensity on 4, the friendly-encalve-pop-cap = 11*2 = 22.  The cap is slightly soft in that if the population is even just one below the cap it can get a full spawn (which can be multiple enclaves at once), but after that it will stop until the population comes down.

If you're seeing a situation where it's continuing to spawn more friendly enclaves despite clearly exceeding the cap, please post the save and I can investigate :)
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Offline Aziphos

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Re: Neinzul Enclaves
« Reply #12 on: March 02, 2013, 08:22:17 am »
In my game are 22 non-ai-systems, enclave intensity is 6.
In this case up to 66 enclave ships should spawn, in my game there are 174...thats a bit more.
This may be a result of the game beeing started before I installed patch 6.010.
If I ever see this possible bug again I will upload a savegame.

PS:since I disallowed prioritize homeworld the neinzulenclaves started to move :)

Offline keith.lamothe

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Re: Neinzul Enclaves
« Reply #13 on: March 02, 2013, 10:28:20 am »
In my game are 22 non-ai-systems, enclave intensity is 6.
In this case up to 66 enclave ships should spawn, in my game there are 174...thats a bit more.
This may be a result of the game beeing started before I installed patch 6.010.
If I ever see this possible bug again I will upload a savegame.
That does sound like a bug to me, if you post the save I can take a look :)
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Offline Aziphos

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Re: Neinzul Enclaves
« Reply #14 on: March 02, 2013, 01:18:57 pm »
Here the save.