Author Topic: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).  (Read 13375 times)

Offline darke

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #30 on: July 08, 2009, 08:01:02 am »
And another: I managed to parasite a teleport raider on my home world. It looks like the teleporter turtle AI managed to send it through as part of a raiding party, despite the fact it's not supposed to be able to traverse wormholes. :)

Offline x4000

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Re: Shipbuilding bug
« Reply #31 on: July 08, 2009, 08:28:07 am »
My space docks seem to get stuck at 00:00 a lot, especially on tech III ships, and just sit there (for quite a while) before they turn out a ship. Not sure why.

Are you sure you have the resources to finish building them?  This happens by design if the ship gets to the end to be completed, and there isn't enough metal, crystal, or energy to finish.  As soon as there is enough, it will allow that.

Save attached. (NOTE: It says upload folder is full, so can't attach it.)

I've increased the size of that folder 100x, so we should be good to go now. :)
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Offline x4000

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #32 on: July 08, 2009, 08:29:08 am »
I believe it deducts the resources after the completion of the craft.   I notice this when building starships especially.

Yep -- precisely.  This is different from a lot of other RTS games, but it helps with the queue system here.
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Offline x4000

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #33 on: July 08, 2009, 08:30:34 am »
Odd bug: Running at +70% resources for the player, I researched the entire of my home planet (says 2000/2000), but my knowledge is at 2997 (+0/s). Looks like there's a rounding bug somewhere. :)

Can you upload a savegame?  With these ones that I can't duplicate, it helps to be able to see them in action.
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Offline x4000

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #34 on: July 08, 2009, 08:31:47 am »
And another: I managed to parasite a teleport raider on my home world. It looks like the teleporter turtle AI managed to send it through as part of a raiding party, despite the fact it's not supposed to be able to traverse wormholes. :)

Was this part of an offsensive raid?  Because that IS allowed, and isn't really considered using wormholes.  That's just getting the ship into the galaxy.  Once the ship is in the galaxy, then it can't go through wormholes after that, which I'm fairly sure is working right.
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Offline darke

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #35 on: July 08, 2009, 09:09:10 am »
And another: I managed to parasite a teleport raider on my home world. It looks like the teleporter turtle AI managed to send it through as part of a raiding party, despite the fact it's not supposed to be able to traverse wormholes. :)

Was this part of an offsensive raid?  Because that IS allowed, and isn't really considered using wormholes.  That's just getting the ship into the galaxy.  Once the ship is in the galaxy, then it can't go through wormholes after that, which I'm fairly sure is working right.

It was either a warp, or just their regular random attacks, probably the latter. I tried to assault a Tech III teleporting turtle AI world with only Tech I and Tech II ships and kinda got squished, but however didn't notice any of the teleporting raiders in that mass of ships, so I'm pretty sure that part of it is working right anyway. :)

The save with the odd knowledge is attached.

Offline Admiral

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #36 on: July 08, 2009, 10:32:51 am »
I'm putting some suggestions in the suggestions thread. I'll repeat one here.

Why not call them "Release Candidates" rather than "Final" releases that might not be final? :)

Offline darke

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #37 on: July 08, 2009, 11:58:52 am »
I'm watching a bunch of AI autocannon minipods (tech I) flying randomly around a world being chased by a bunch of my autocannon minipods (yay for parasites!), but I've got an Ion Cannon in this world, which says it Insta Kills < Mark 2, so as entertaining as it is watching this eternal very fast battle, they really should be toast as soon as they're uncloaked, since it doesn't say they're immune to ion cannons or anything. :)

Bug?


Offline x4000

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #38 on: July 08, 2009, 11:59:16 am »
The save with the odd knowledge is attached.

Awesome, thanks.  I've put in a fix that should prevent that in the future, but it won't get you that three back in that game, unfortunately.
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Offline x4000

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #39 on: July 08, 2009, 11:59:37 am »
Why not call them "Release Candidates" rather than "Final" releases that might not be final? :)

Good point.  I'll try to keep that in mind. :)
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Offline x4000

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #40 on: July 08, 2009, 12:04:52 pm »
I'm watching a bunch of AI autocannon minipods (tech I) flying randomly around a world being chased by a bunch of my autocannon minipods (yay for parasites!), but I've got an Ion Cannon in this world, which says it Insta Kills < Mark 2, so as entertaining as it is watching this eternal very fast battle, they really should be toast as soon as they're uncloaked, since it doesn't say they're immune to ion cannons or anything. :)

Bug?

Actually, technically this is not a bug.  However, it's a rule that might need to be evaluated.  Essentially, all inbound shots will miss a ship that is cloaked at the time the shot hits, and I suspect that is what is happening here.  The counter-spy, which insta-kills cloaked ships, is the only exception.  This rule works both ways -- when you are scouting ion cannon planets, a lot of that is made easier by this rule.  So I am wary to change this (and also, the fact that cloaking ships can "dodge" ion cannons is kind of cool, IMO -- but if they decloak too close to the cannon, it's likely to get them before they recloak).
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Offline darke

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #41 on: July 08, 2009, 01:33:16 pm »
The save with the odd knowledge is attached.

Awesome, thanks.  I've put in a fix that should prevent that in the future, but it won't get you that three back in that game, unfortunately.

It is traumatic, but I'm sure I shall cope. :)

I'm watching a bunch of AI autocannon minipods (tech I) flying randomly around a world being chased by a bunch of my autocannon minipods (yay for parasites!), but I've got an Ion Cannon in this world, which says it Insta Kills < Mark 2, so as entertaining as it is watching this eternal very fast battle, they really should be toast as soon as they're uncloaked, since it doesn't say they're immune to ion cannons or anything. :)

Bug?

Actually, technically this is not a bug.  However, it's a rule that might need to be evaluated.  Essentially, all inbound shots will miss a ship that is cloaked at the time the shot hits, and I suspect that is what is happening here.  The counter-spy, which insta-kills cloaked ships, is the only exception.  This rule works both ways -- when you are scouting ion cannon planets, a lot of that is made easier by this rule.  So I am wary to change this (and also, the fact that cloaking ships can "dodge" ion cannons is kind of cool, IMO -- but if they decloak too close to the cannon, it's likely to get them before they recloak).

Hrm... curious. It did have a weird attack pattern, run up and shoot command center, fly away (cue cloak), then repeat. Maybe the AI is learning too much? Or maybe that can't-decide-whether-to-hit-something-important-or-a-harvester bug is back again. :)

Offline x4000

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #42 on: July 08, 2009, 01:58:44 pm »
It is traumatic, but I'm sure I shall cope. :)

:)

Hrm... curious. It did have a weird attack pattern, run up and shoot command center, fly away (cue cloak), then repeat. Maybe the AI is learning too much? Or maybe that can't-decide-whether-to-hit-something-important-or-a-harvester bug is back again. :)

That part sounds like it could be a bug, but I haven't really duplicated it in recent releases (since the other fix).  I'll keep my eyes out for it, though.
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Offline darke

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #43 on: July 08, 2009, 02:18:42 pm »
Hrm... curious. It did have a weird attack pattern, run up and shoot command center, fly away (cue cloak), then repeat. Maybe the AI is learning too much? Or maybe that can't-decide-whether-to-hit-something-important-or-a-harvester bug is back again. :)

That part sounds like it could be a bug, but I haven't really duplicated it in recent releases (since the other fix).  I'll keep my eyes out for it, though.

If I can get a decent save game where it's ping-ponging again I'll upload it. Unfortunately I only just fixed the hole in my defenses that was causing this half an hour ago. :)

And on an unrelated note; I just wandered into a nicely defended base of a mix of teleport turtle and entrenched homeworlder with a large chunk of ships. Upon stabilising myself and regrouping from ye-olde-mass-fireworks entrance, I noticed that I had an almost identically sized large chunk of ships, and 70 Engineer Drone Tech III's (yay for parasites!). Given that I can only barely get 11, I think this AI cheats. ;) I'm still being taken down one at a time by an annoying ion cannon, but my force suddenly becomes a lot healthier a lot quicker now. :)




Offline x4000

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Re: Prerelease 1.009L (AI Voice Taunts -- Last 1.009 Prerelease).
« Reply #44 on: July 08, 2009, 02:28:14 pm »
and 70 Engineer Drone Tech III's (yay for parasites!). Given that I can only barely get 11, I think this AI cheats. ;)

Whoa, holy crap!  That's definitely a bug.  The AI is adding infinite higher-level engineering drones because it is only counting the mark I engineers when it looks for its existing amounts.  Whoops. :)
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