[1.0 bug?] Enemy faction units passing through Monster units constantly.

I've been constantly seeing the enemy faction units moving at the same time as wildland monsters on the strategic map and not being attacked or being blocked. They keep ending on the same tile as the monster units. It has been letting the enemy faction units walk through wildlands unchecked. This is seriously giving the npc factions a HUGE advantage on the maps with wildlands.

3,695 views 10 replies
Reply #1 Top

Its because, for perf reason, we have the AI and monster players all go at the same time (we multithread their turns rather than running them sequentially, so instead of waiting for 8 players to take 2 seconds each, all the players go at the same time and take a total of 2 seconds).

Because of this something player A and a monster player can both move at the same time and enter the same tile, even though the tile was empty to both of them.  It's not that the AI isn't getting attacked by monsters, or they are somehow at peace with them.  The AI gets attacked by monsters all the time.

The simotaneous moves could help the AI a little.  But you may occasionally see the opposite when the monster is moving to attack an AI player but that player is moving, in which case the battle still happens but it looks like the monster goes way out of its way to attack the AI player.

The real fix would be to remove the simotaneous turns, in which case the between turn time would be mutliplied by the amount of players in your game, and I'm not willing to pay that cost for this relatively minor issue.

Reply #2 Top

Quoting Derek, reply 1
The real fix would be to remove the simotaneous turns, in which case the between turn time would be mutliplied by the amount of players in your game, and I'm not willing to pay that cost for this relatively minor issue.
End of Derek's quote

 

Good to hear. I'm old, can't be waiting too long between turns, every second counts.

 

O:)

 

As far as the AI getting attacked, they are getting their butt kicked at Challenging in my current game. I've been watching them via the map reveal, and they still have a prob with waking up really big nasties way too early, as well as Sovs and heroes traveling without bodyguards.

Reply #3 Top


Mr Kael, this function may be causing another related issue.  Fairly often when you select auto-battle, the AI unit moves before the battle resolves.  This can have the unfortunate side-effect of destroying your buildings.

Reply #4 Top

I agree with you that having all the factions turns go at the same time makes things much faster, though a slight fix that I wouldn't think would be too big would be to just seperate Faction turns from World Monster turns. That would prohibit the AI from getting an advantage over the players while still keeping the increased speed of making all the turns happen at once.

Reply #5 Top

Yes, if it had just two phases - one for Monsters and Ruffians/Denizens of the Wildlands, and one for all player AIs, then I agree that that would be the best compromise of all.  It would mean that the two monster factions could not attack each other easily, and player AIs might sometimes cross paths, but it would keep the player AIs from getting ignored by the Monster AIs.

Reply #6 Top

Except as Kael mentioned, the AI isn't actually being ignored by the monsters; the monsters are just making their moves as if the AI is in the positions it was at the start of the turn, rather than the end.

It looks weird but I'd ASSUME the wildland monsters would then promptly be able to attack an AI player that ended their turn on their square on their next turn? 

Reply #7 Top
seems hostile stacks sharing the same square (or atop / inside a settlement) do not attack one another directly, but, upon moving outside the square, then attack.
Reply #8 Top

Yes. The turn phases could be:

*Player
*Faction AI
*Monster AI

In that order it would give the Faction AI's the same advantages/disadvantages as the player.

Reply #9 Top

From my understanding of the AI and multi-threading, is that all the calculations for the AI are being made during the players turn, this includes the monsters and all the other AI player. Suppose that you set-up the monsters turn then AI turn, then consider that the AI monsters would have to move and then the AI players would have to calculate their turn based on the AI monsters new positions. That couple of seconds would get extended longer than Derek suggests, even with that simple compromise.

Playing a late game of Civ shows this result of waiting for turn after turn. Mind you that the monsters are constantly populating the whole map nearly the entire game. The slow down for late game and early game is really really small compared to other 4x late games on equivalent size. I give major kudo's to the developers on this issue alone, as they have solved much of the lag problems. I would rather a unsightful, AI monster on same tile or AI monster ugly battle than what the compromise may produce in time delay.

Also, with that compromise in play, you may still find two warring factions of AI landing on the same tiles and other such things because of the same situation, so it wouldn't alleviate the problem entirely. I say they should work on other things than this issue at the moment.

Reply #10 Top

I still see mobs not attacking AIs pioneers outposts and cities. Especialy outposts. Never.

even if I lead a bunch of them into the area - doesn't happen.

it would be a nice cure for pioneer spawning and crowd controlling the AI.

 

On another hand, I experienced taming a underdoth or whatever and then when I moved on top of it  - exploration and loot didn't occur - I had to do it again, move out and then on top of it.

 

Combining separate units in a city into one army doesn't work correctly...