[Most Fixed]BUGs] Here are some bugs and other suggestions

http://www.fileden.com/files/2008/8/7/2039910/comp%20stop%20beta.save 

http://www.fileden.com/files/2008/8/7/2039910/comp%20stop%20beta.stats

The AI builds too many LFs

The AI doesn't go for neutral extractors

The AI produces way too many seige frigates (still)

The AI doesn't attack even with supperior forces

The AI is slow to respond to requests

Artifact yellow arrow doesn't show up on a capital planet

Max pop on Volcanics is not properly decreased (Saitama and Kaseda)

Also, I wanted to test to see if the map generator has been fixed (see thread https://forums.sinsofasolarempire.com/320489 to understand my issues with the v1.05 random map generator).  However, when I tried to view the recorded file, I could not select "All Visable" or "View All" or whatever it is called.  Therefore, another bug.

http://www.fileden.com/files/2008/8/7/2039910/is%20the%20map%20fixed.record

[EDIT] I found a way to check the random map generator my creating a a custom map and then previewing it.  Anyway, in 10 starting positions (1 map), one got bugged (only 1 phase lane).  Therefore, the random map generator bug mentioned in the above forum thread is still in v1.1.

 

8,988 views 9 replies
Reply #1 Top

Thanks for the report. What version is this save game for? Beta 1, 2, or 3? (1.09, 1.095 or 1.096)?

Reply #3 Top

-AI is always under revision and will continue throughout the expansions. There isn't much time left to make more AI changes for 1.1 but the general concensus is the 1.1 AI is still a marked improvement over pre-1.1 Sins.

-Artifact icons fixed.

-We can't find a problem with the volcanic planets (in your game 112 is the max after research minus the 35 total penalties for a total of 77).

-Map generator problem is too complicated for the remaining time alotted for 1.1. Its not as simple as guaranteeing one asteroid connection + num lanes. It'll likely get more attention in the one of the expansions (which really isn't that far away).

-The recorded game playback buttons are fixed.

Thanks for finding these and providing the save game! (Save games make fixing bugs SO much easier!)

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Reply #4 Top

No problem.  I'll have to look at the Volcanics again.   I thought in the early part of the game the one only had a population of 30.  In any event, thank you for the fixes.

Reply #5 Top

Blair, 

We had a recent game with 2 skilled and 2 good players against 6 unfair AIs.  I wanted to tell you the AIs actually did a good job.  After 2 hours I had to go, and at that point, I couldn't tell if we would have won or not (I would like to think we would have).  Anyway, this might have been the first time I have had fun playing against an AI, so it seems the AI is much improved over the v1.05 AI.

Reply #8 Top

On the AI being too slow to respond here's a simple way.

 

I made a request to my ally to help defend a planet. He doesn't turn up another ally helps and leaves I go about my buisness. My main fleet is partway through making a move on another empire when suddenly my eye passes over the empire tree to see a Allied cap at an asteroid near a planet one jump from my home. I investigate and see a massive fleet forming up to jump to this world.

I go Defcon 1

I scramble my 2nd and 3rd fleet I call off my Main fleet bringing them back begin production on heavy mines launch fighters call 2 allies with a defence on my planet.

The fleet arrives and sits at the edge of the grav well not moving. My fleets are formed up and look back.

My Main fleet is on the way but ATM my two defence fleets are about equal.

One jump away I get a whisper.

"I've done what you asked me to" and the fleet jumps away.

 

My Jaw drops as I realise that not being about to attack and break our ceasefire this guy was the guy I asked for help from that pirate raid ages ago.

The reason for this incredible slowness is simple.

Although an ally may have vision of the world even if my world is being pimp slapped by Pirates the AI still has it's fleets set to form up before jumping. It's rather frustrating seeing that allied 12 Cap fleet waiting for a garda flak frigate to turn before they assist.

 

Fix Please

Reply #9 Top

I had a scenario with all advent armies where the AI built  a ridiculous amount of scouts.  During the end game I attacked one of it's planets and his floee had over 80 scouts - which would be fine if all I was sending in was homing mines or if scouts had a good counter to attack mines.  But in the long run it made it easier to slaughter his fleet.