Author Topic: Reclamation gone mad  (Read 5171 times)

Offline keith.lamothe

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Re: Reclamation gone mad
« Reply #15 on: May 06, 2012, 09:11:25 am »
1) Nanites need a 'timeout'.  I don't know if they currently have one but if they do it needs to be shortened.  A parasitical nanite should only last for a single system.  I'd like to see nanites be 'lost' on a wormhole transfer.
When I was in the code doing the transfer tomfoolery, I saw that it _was_ zeroing out reclamation damage on planet-switch, and has been since who knows when.  Are you seeing evidence that it is not?
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Offline TechSY730

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Re: Reclamation gone mad
« Reply #16 on: May 06, 2012, 11:55:28 am »
1) Nanites need a 'timeout'.  I don't know if they currently have one but if they do it needs to be shortened.  A parasitical nanite should only last for a single system.  I'd like to see nanites be 'lost' on a wormhole transfer.
When I was in the code doing the transfer tomfoolery, I saw that it _was_ zeroing out reclamation damage on planet-switch, and has been since who knows when.  Are you seeing evidence that it is not?

I can pretty confidently (though not 100%) say that some of the accumulated reclamation does not disappear through wormholes. I've seen my parasites go on the attack, hit some stuff but then they all die, the AI ships go through the wormhole to my planet, and then die by the hands of turrets with no reclaimers on the planet they came to and then be reclaimed.

Similar story for AI ships retreating away from a failed attack.

Offline Wanderer

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Re: Reclamation gone mad
« Reply #17 on: May 06, 2012, 04:06:33 pm »
1) Nanites need a 'timeout'.  I don't know if they currently have one but if they do it needs to be shortened.  A parasitical nanite should only last for a single system.  I'd like to see nanites be 'lost' on a wormhole transfer.
When I was in the code doing the transfer tomfoolery, I saw that it _was_ zeroing out reclamation damage on planet-switch, and has been since who knows when.  Are you seeing evidence that it is not?

Only one of the AIs carries parasites, so its planets tend to be more parasite heavy.  I can hit that planet, knock it around, and retreat into a 'quiet' system and still get my ships reclaimed when only 3/4 parasites spawned and died enroute to my fleet.  Is it possible I missed one or two?  Quite possible.  At the volume I'm fighting my own ships?  Probably not.  That's unfortunately my best evidence, a human-error prone observation method that can't even be condemned to being remotely accurate.  Just a best guess.
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Offline keith.lamothe

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Re: Reclamation gone mad
« Reply #18 on: May 06, 2012, 09:28:25 pm »
... really weird.

If someone can give me a save where I can reproduce the parasite damage not getting cleared with wormhole traversal, I'd be appreciative :)

I just checked again, and there's exactly one place in the code where a ship's CurrentPlanet can be changed during the simulation, and that line comes after a line that sets the ship's reclamation-damage-by-source-player array to null (which is above-average in its brutality, normally we would settle for "set to zero", but it just chucks the entire array into the swirling chaos of the garbage collector).  I just can't see how the data would survive in a still-connected-to-the-ship manner :)
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Offline Minotaar

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Re: Reclamation gone mad
« Reply #19 on: May 07, 2012, 04:39:55 am »
I've done some testing on this and can't get any reclamations to happen on a different planet. However, I can see zombie guardians reclaiming my ships as non-zombies, so a little WTF moment there. Maybe this is related to the recent changes - could the "splash" reclamation be causing this?
I'm going to post the save so you can check it out.
To reproduce:
1) Turn off Doomshroom Cannons on Karplusan Forest
2) Watch our fleetball on Tundra get destroyed/reclaimed
The ships that come through the wormhole don't have reclamation on them, but I tried tractoring in the engine-dead ships which were obviously hit by a lot of mushrooms, and also tried using normal parasites, but no off-panet reclamations, as I said before.

Offline keith.lamothe

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Re: Reclamation gone mad
« Reply #20 on: May 07, 2012, 09:04:02 am »
For 5.034:

Quote
* Ships killed by a zombie-reclamator no longer spread any excess reclamation damage they have to other ships.  The spreading mechanic was intended to make non-zombie-reclamators more reliable; the zombie reclamators were already plenty powerful enough :)
Thanks :)
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Offline Wanderer

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Re: Reclamation gone mad
« Reply #21 on: May 07, 2012, 02:56:33 pm »
It is possible I missed that as the cause.  I don't think that was it but code is code, it shouldn't have been happening.

Unless I can find a use case, I'll go with I'm blind and missed a Zombie Guardian.  Wouldn't be the first time I lost track of things when it was hectic.
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Offline zoutzakje

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Re: Reclamation gone mad
« Reply #22 on: May 07, 2012, 03:03:04 pm »
Same here, I still occasionally get those "Oh crap, didn't see that eye" or "Was this EMP guardian here before?" moments lol.

Offline keith.lamothe

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Re: Reclamation gone mad
« Reply #23 on: May 07, 2012, 06:07:03 pm »
"Was this EMP guardian here before?"
And the RNG whistles innocently ;)

"Oh, is that what AIBuyShip(); does?"
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Offline Wanderer

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Re: Reclamation gone mad
« Reply #24 on: May 07, 2012, 11:07:19 pm »
For 5.034:

Quote
* Ships killed by a zombie-reclamator no longer spread any excess reclamation damage they have to other ships.  The spreading mechanic was intended to make non-zombie-reclamators more reliable; the zombie reclamators were already plenty powerful enough :)
Thanks :)

This has made a massive change.  Thanks for that.  Yes, I was apparently missing zombie guardians, a LOT, or at least didn't realize the impact they were having prior to their demise.
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