Comments (12)
I don't see how gamesave will help you with these MigrationAI issues. Overlapping high density spawning occurs during some considerable time (maybe hours). The same about MigrationAI targets of expansion - requires many hours to say that enemy bases are growing in place completely without claiming far away chunks.
Don't know what data I can provide.
from rampant.
The linked issue is a separate problem from potential migration issues.
The master branch has a mod setting to show settling spots now. If you enable that setting let me know if you are still having problems.
Also something to note is that the default for max builder groups is currently 10.
You can check the number of active building groups by enabling DEBUG: Print Temperament changes to chat and checking the aB stat.
from rampant.
It will require hours of testing. I'll try it out after Rampant is updated to include FACTO-20 regress fix and after I finish some critical work on Warmonger - will test both in combo.
The master branch has a mod setting to show settling spots now.
I don't see this setting anywhere. Can you guide me?
Also something to note is that the default for max builder groups is currently 10.
I do have other value for max builder groups (unless you are about some internal value, not available in mod settings):
You can check the number of active building groups by enabling DEBUG: Print Temperament changes to chat and checking the aB stat.
Ok, will do. "aB" is all the time 0, if I could turn on some log tracing into file with time stamps (ticks for example) and then search with text editor how often 'aB' was not zero... That would be great tool to easily localize the problem in one test iteration.
from rampant.
another option for testing is increasing the game speed and forcing the AI into the migration state so that it can be observed.
I would rather not do the debug tracing if it can be avoided just due to time constraints.
/c game.speed = 10
for 10x
/rampantSetAIState 5
for setting AI into migration.
Mod setting AI: Print when settlers start building
I forgot to push the commits yesterday, so they should be on the master branch now.
from rampant.
Yes, that's a good idea to try to speed up a little to separate game fun and quick localization of the issue.
I see code changes. Regress fix confirmed.
Do you recommend to test with new game or I may test with previous one (where I tested RampantEvolution, it was started with Rampant 2.0.1) too?
from rampant.
a new game is not required
from rampant.
I loaded mentioned gamesave after updating Rampant and it was Migrating AI state. So I watched first 20-30 minutes.
Doesn't look like something changed in biters behavior. Sorry. They still settle near their homes:
MigratingAI:
https://imgur.com/a/soK3JxG
https://imgur.com/a/z5IBQeV
https://imgur.com/a/czr3Zl7
https://imgur.com/a/QY4RWns
https://imgur.com/a/fvy7Bz7
SiegeAI (started after MigratingAI finished):
https://imgur.com/a/o7S4c74
https://imgur.com/a/PB1qJvC - this one settled a little away from his home, but not too far. And not in direction of player's base like I expected for SiegeAI (am I wrong)?
Others settled near homes, far away from player's buildings.
Do you recommend to wait for "new wave"?
from rampant.
And this is what I described in point-3 of issue thread:
https://imgur.com/a/TjOB5QS
SiegeAI doesn't settle, but attacks instead.
https://imgur.com/a/Xn0LaF5 - biters made a better attempt later.
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In new MigratingAI situation became better - every 2nd or 3rd settlement took place 3-5 chunks from existing nest/worms.
Is it correct? In changelog you wrote about only 5% settlements to be near nests of origin.
from rampant.
Started a new map.
And I must admit, that SiegingAI in early game (no wall yet) works very-very good and strong. Hope MigrationAI will be as good. And SiegeAI will still be smart when I wall around...
Settings:
https://imgur.com/a/EpHgRO8
from rampant.
Biters expand mostly to resources chunks, but other locations also occur. They are less common than "resources claiming" or "in place" base growth, but still do occur:
https://imgur.com/a/RHW5YcX
from rampant.
I'll close this issue. Enemy expansions do happen (I mean not only Sieging settlements), but:
a) most of them take place not in direction of player's base (I know that only SiegeAI does it intentionally. I'm about general probability - player doesn't have to care now for some big bases-free territory to be taken by biters between player base and enemy nests unless some resources are there, because chances of it are very-very small in short-medium time period);
b) claiming chunks on/adjacent to resources is much higher priority;
c) growing base "in place" still occurs very often, but as density was fixed, it looks much better in pre-hive era: https://imgur.com/a/TbgrVyT
d) migration end point for builders is much more often a point in 1-2 chunks away from source. Going further is very-very rare, but hopefully still happens (no 100% proof acquired for MigrationAI in particular, because I didn't monitor what AI state type was when such far away expansion occured. Sorry).
I think now it is a good balance with SiegeAI combined. Enemies are strong in terms of expansion whatever AI state makes more sense in it - in the end it doesn't matter. It is fun and thank you for that! :-)
from rampant.
Related Issues (20)
- Bad pathing with waterfill and landfill
- Reduce max units around spawner with increase spawner rate
- 3.2.0 Biters stop nesting completely for MigratingAI phases at some point after upgrading game from ver3.1.3 HOT 11
- Rampant3.2.0 Attempt to index value Chunk when it is an integer HOT 1
- new, more advanced factions appearance after Rampant3.2 upgrade HOT 4
- Overlapping enemy structures HOT 1
- Settler squad formed at gather point and don't do anything HOT 13
- After updating from 3.1.2 to 3.2.0 (or higher) biters drop landfill on death when they are killed close to the water HOT 2
- After decompressing and hesitating to attack an entire group of biters sometimes disappear from the game HOT 5
- Groups of biters appearing in the middle of water / not doing anything (just compressing and decompressing) / running back HOT 1
- No structures spawned by hive HOT 2
- Some hives produce units +3 tiers to actual evolution factor HOT 1
- Issue When installed with Plantable & Printable Trees(1.2.0) HOT 1
- Server Crash when deleting Space Exploration world shortly after generating it HOT 1
- replicatable crash using poison capsule on some nests HOT 1
- Bob's Disabled Alien Artifacts crash Rampant
- Putting IR3's Big Wooden Pole on the safe list HOT 1
- Mod compatibility crash - Fire Place HOT 1
- does not check perimeter of base / outpost, dissalowing building inside
- [compatibility/request] Rampant + Ore Drops HOT 1
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