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FIRAXIS: Bug reports coming from MT V testing

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  • FIRAXIS: Bug reports coming from MT V testing

    First of all, admins, I know the strat forum is not really a place to post bug reports, but as they are a direct result of the testing of the extreme scenario "Last stand at the Alamo" (see the thread 'testing the Alamo' for further info), I hope you'll not move it out of here. It would be nice to keep these threads close to each other.

    Most of these bugs are of the AI, or could mean possible improvements / complaints about how the AI handles things. Saves are available on request, but as I have to wade through 50-odd saves to find them again, not too many requests please. I'll update when I find more of these, as I'm fairly certain more will surface. This is such an extreme situation, and as we are keeping a close look on the AI to make sure it stays playable (e.g. not being overrun by 600MIs and 300MAs in one turn when you only have 40 MI and 10 MA to hold them off), several weird things are noticed.

    1. Stealth bombers / fighters are shot down way to often
    In the two first tests, all of my stealth fighters and bombers were shot down on their first attempt to bomb jet-protected territory. This is not a simple bad-luck-with-the-RNG, I'm talking about 4 fighters and 2 bombers being shot in the first turn, twice (in the two first betas). The third time, when the fighters were modded to have extra bombard power, they survived, but I still lost the bombers. This is way too often compared to what intercept chances would suggest.

    It might be that there is a hidden mechanic at work, but as this is undocumented, and highly annoying please look into this. I have heard the same complaint from other testers (Vel), but haven't seen any other reports of other games on this.

    2. transports on convoys will attack subs in their way
    I had an instance where a transport and her destroyer encountered a sub in their path on auto movement. It was already a questionable decision of the destroyer to attack the sub, and yes, the destroyer got killed in the process (regular destroyer against a elite sub, IIRC). This may be no bug, but any human would move the destroyer on tile up/down, instead of proceeding on the original path.

    However, right after that, my now 2HP sub got attacked by the fully loaded transport! Through shear luck, the transport survived, but there is no way an attack of a 1 attack vessel against a 4 defense sub is rectified, and certainly not when the transport is loaded with what I expect to be a combination of MAs and MIs. The same RNG God that let me keep my sub was on the AI side this time, and the transport succeeded... only to be destroyed by a closeby ship in the next turn.

    3. AI artillery is not used on offense, even if there are plenty around
    In the setup, the Russians are given plenty of RAs. As we all know by now, these will not attack the human player, and this in itself can be considered a serious flaw. However, as Vel was making sure there were enough RAs so that all the defensive roles would be fulfilled, the Russians had additional RAs fortified idle in the middle of their territory, exactly where Vel had placed them. These were not used offensive, and were not even used defensively, while there was ample opportunity.

    4. 4HP elite units will retreat from enemy territory, 1HP units will attack when next to human
    Another thing that is strange to say the least: in the game a few of my fortresses got overrun by German MAs / MIs. When bombarded so they will lose 1 HP, they will retreat no matter the possible uses. I saw 4 HP MAs retreating en mass, while there was a 1 HP MI city within reach. In itself this is an easily exploitable AI tactic, made only worse because if you have a unit next to a damaged MA, it will attack, against all odds. I saw a bunch of 1 HP MAs attack a MI fortified on a fortress on a hill. No way they will win this.

    5. units will load onto transports en masse
    In the quest to get into impossible situations, the MT V gives each AI some 200-odd MAs and MIs, over 20 transports, and let the human fend this off with his initial 40-some MIs and navy. Risk based analysis would suggest that when you see the human navy is the stronger one, movement over land is preferred instead of coming by sea. But, the Russians in this game will invariably load all that they can onto transports that take an estimated 15-20 turns to reach the human coast, while going over land (attacking a chokepoint) would only mean a movement of 3-4 turns. Our solution was of course to diminish the amount of transports the Russians are given, but it should decide for itself that the land based approach is preferred instead of risking 20 turns over sea when the human navy is stronger then their own.


    More to come when I spot it, I saw some very strange movements of AI troops as well (like the time when one of my conquered fotresses got mysteriously abandoned, a troop of 7 MIs just left, leaving 1 MI and 1 MA behind. I don't know where they were heading, so can't post it as a point were the AI can improve)

    DeepO

  • #2
    Re: FIRAXIS: Bug reports coming from MT V testing

    [SIZE=1]
    1. Stealth bombers / fighters are shot down way to often
    In the two first tests, all of my stealth fighters and bombers were shot down on their first attempt to bomb jet-protected territory. This is not a simple bad-luck-with-the-RNG, I'm talking about 4 fighters and 2 bombers being shot in the first turn, twice (in the two first betas). The third time, when the fighters were modded to have extra bombard power, they survived, but I still lost the bombers. This is way too often compared to what intercept chances would suggest.

    It might be that there is a hidden mechanic at work, but as this is undocumented, and highly annoying please look into this. I have heard the same complaint from other testers (Vel), but haven't seen any other reports of other games on this.

    DeepO
    Since I know you've done the 'steal plans' thing, can you tell us how many AI interceptors there were in the area where you were running the missions? The odds are clearly not compatible with a 0.05 probability of each stealth mission being intercepted (to intercept the first 12 missions in a row is a probability of around 1 in 10,000,000,000,000,000 - so we can rule that out if the RNG is working correctly). So perhaps the intercept chance is the chance for each aircraft on air superiority to intercept a stealth mission. If you are attacking an area that has (for example) 10 jet fighters defending it, each with a 5% intercept chance, then there is a 40% chance of an interception occuring (10 is also too small a number to reliably get the results you report - 10 jet fighters would have a 0.09% chance of intercepting 6 attacks in a row, and a roughly 16 in 1 million chance of doing it two games in a row). If there is something like 15-20 jet fighters in the area, then that would fit in with this explanation, more or less.

    Comment


    • #3
      Vulture, that could be the hidden game mechanic I was talking about... Indeed, there were a lot of jets there, but not 20 of them. More like 10... I'll look into that when I get home. Plus, quite a few of the jets were bombarding, the AI can't have them both bombarding and set to air superiority, can it?

      Then again... the range of air superiority is half the bombard range, I thought, which could indeed mean there were 20 jets defending on the squares I was attacking. (coming from multiple cities) If it works not by having a 5% chance for each fighter calculated after another(1-0.95^20 = 64%), but as a simple addition (20*5%=100%) it would explain the results.

      If it does work like that, it should be changed anyhow. I can live with a 64% chance that my stealth is shot down when crossing enemy territory protected by 20 jets, but find a 100% not realisticly. So now Firaxis is not only given the problem, but the solution as well

      DeepO

      Comment


      • #4
        6. Drafting button disappears from City view when cycling through cities
        When you draft something from the city view, and then either hit your arrow keys, or click on the arrows with your mouse to proceed to the next city, the draft button does not reappear. You have to exit the city view, enter it again, and there it is again. Minor update problem, but can be annoying when you want to draft in all your cities.

        DeepO

        Comment


        • #5
          Re: the stealth bombers being shot down. I stole their maps again tonight, and indeed, there are more then 20 fighters in the vicinity. It is impossible to tell how much of these are set to air superiority, but if, from the 30 odd jets in Moskow, 20 are set to air superiority while the AI knows (I suspect them to have a spy) that I only have 2 bombers, I'm posting that one as bug 7. A little bit of reason would be welcome...

          Further, Re: bug 2; the transports attacking subs: I've seen it again, in a slightly different version this time. Now I took out the defending battleship with a sub, but my sub still was in the original path of the transport. Instead of going around me, they attacked the sub. Result: 8 dead MAs

          DeepO

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          • #6
            The 'blood lust' is on the Russian AI. They think they have you outnumbered so bad, they don't mind losing the transport cargo.

            Comment


            • #7
              If only they were Russian... it was a Chinese transport. But then again, the Chinese sure can get bloodlust too

              DeepO

              Comment


              • #8
                7. use leaders immediately, not at the end of the turn
                Another thing I've noticed a few times already, but is very apparant in MT V: when elite MAs win a battle and generate a GL, these stay in place until all the other units have fought. Only then will they be moved to the nearest city (together with a defender). This might be done because it would be otherwise be too much, but as you start off with some 15 elite attacks in MT V, there is a big chance that the AI could generate more then one leader in one turn. Now, this is not possible, as they already have a leader.

                It would be super cool if a just generated leader would go to a city, build an army, fill it up, and use that army on the front, all in one turn. It would add diversity to the game. Now the army gets build, but all available MAs have already fighted, and therefore can not be instantly loaded into the army...

                DeepO

                Comment


                • #9
                  8. In some cases, moving the carrier will not automatically move the airplanes on it too
                  See attached pic. Yeah that's right, Aeson has his own private jet, and not just one of them, but a whole squadron

                  Additional information: this is in 3950 BC, and I haven't touched the jets yet. They were on air superiority when Vel gave the save to me. I just moved the USS Aeson's pride (carrier) together with the other ships in the attackforce, they are now in the upper left corner of the screenshot. Normally the jets move fine, I suspect it has something to with not having touched them already.

                  DeepO
                  Attached Files

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                  • #10
                    Hmmm...this is an interesting one....I wonder...if you put them on air superiority again this turn, will they "catch up" with the carrier on their own, or crash for lack of fuel, or just ....stay there?

                    I'm also wondering if you have to "rebase them" to the carrier to make them behave again....very interesting one, that....

                    -=Vel=-
                    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                    Comment


                    • #11
                      Vel, if you wonder very hard, I might be tempted to reload... now I just rebased them. The problem is, of course, that once rebased I have to wait another turn before they will control the skys again, but, no worries, I counted that I'm still 9 tiles away from the nearest city, and as I can see their carrier (I damaged it a little) I shouldn't be bombed.

                      At any rate, it is annoying, even if it doesn't happen much.

                      DeepO

                      Comment


                      • #12
                        Nahhh, don't let it interrupt the flow of your game or anything....just something to keep a curious eye out for as you're going along with it.

                        -=Vel=-
                        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                        Comment


                        • #13
                          Here's another one. This time, I have two jets floating in the sky, I'll set them to air superiority and see what will happen. One reload isn't that bad, if I can time it so I won't have to do all the unit movements again, it's fine.

                          On second thought: I'll use one of them to bomb something, I wonder where they will return to: the sea square, the carrier, or just crash? If it crashes CivIII, this is not a simple annoyance, but a major bug.

                          DeepO
                          Attached Files

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                          • #14
                            And another. This time, it is highly annoying, as I am sure that the ships that it was supposed to protect will be bombed. To make sure that they were protected, I first of all set these fighters to air superiority before moving my carrier... with the same result. Please don't tell me that throughout the game I have to wake the F15s, move my carrier, and set them on air sup again, the turns are already taking a lot of time without this

                            DeepO
                            Attached Files

                            Comment


                            • #15
                              Vel, the next turn all the F15s stayed in their place, they didn't run out of fuel (what would have surprised me anyway, that was a CivII thing).

                              Further, the one I used to bomb (one of my own squares, nothing else was in range) just went back to its place on the sea, I guess I have a floating air field now. I can't say whether the air sup one is really doing something or not, for that someone else should attack me, or I should wait until the end of the turn and see whether it gets activated or not. I don't feel like that right now, I want to play this game!

                              Oh, BTW, don't get me wrong in that I'm only posting negative things on the AI here, this scenario also brings a lot of previously unseen AI tactics on top: the AI will use massive bombing, use transports very effectively, and is a pain in the *ss on the high seas. It's just a shame that we should set it up for them in a special scenario, AIs should be able to use these in normal games to greater effect as well.

                              DeepO

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